Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [60166] trunk/blender/build_files/ build_environment/install_deps.sh: Making install_deps. sh correctly see hyperthreading
Great! I will test next time on my uni! Daniel Salazar patazstudio.com On Tue, Sep 17, 2013 at 2:22 AM, Bastien Montagne montagn...@wanadoo.frwrote: Not at all! Much simpler than previous solutions, in addition! :D On 17/09/2013 09:50, Sergey Sharybin wrote: Hi, Hate to bring it to you guys, but this is still not fully correct ;) The code is still unaware of multi-cpu setup. So, if we already want to use all HT threads, why not to use this: cat /proc/cpuinfo | grep processor | wc -l Imo, would be nice change while we're on track of CPU usage. Any objections on this? On Mon, Sep 16, 2013 at 8:38 PM, Daniel Salazarzan...@gmail.com wrote: Revision: 60166 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=60166 Author: zanqdo Date: 2013-09-16 14:38:33 + (Mon, 16 Sep 2013) Log Message: --- Making install_deps.sh correctly see hyperthreading Modified Paths: -- trunk/blender/build_files/build_environment/install_deps.sh Modified: trunk/blender/build_files/build_environment/install_deps.sh === --- trunk/blender/build_files/build_environment/install_deps.sh 2013-09-16 13:24:28 UTC (rev 60165) +++ trunk/blender/build_files/build_environment/install_deps.sh 2013-09-16 14:38:33 UTC (rev 60166) @@ -48,7 +48,7 @@ # Try to link everything statically. Use this to produce portable versions of blender. ALL_STATIC=false -THREADS=`cat /proc/cpuinfo | grep cores | uniq | sed -e s/.*: *\(.*\)/\\1/` +THREADS=`cat /proc/cpuinfo | grep siblings | uniq | sed -e s/.*: *\(.*\)/\\1/` if [ -z $THREADS ]; then THREADS=1 fi ___ Bf-blender-cvs mailing list bf-blender-...@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Startup blend
Hi, just built blender from scratch in a newly installed system and noticed in preferences the temp file comes set up like C:\Users\kajiyama\AppData\Local\Temp\ oops! :) Daniel Salazar patazstudio.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [59791] trunk/blender/source/blender/ editors/space_view3d/view3d_fly.c: tweaks to fly mode
[Bastard ZanQdo] Does anyone use flight mode? Users have asked numerous times for simple *FPS style navigation* and not this weird momentum driven, uncontrollable.. thing. [/Bastard ZanQdo] hugs Daniel Salazar patazstudio.com On Tue, Sep 3, 2013 at 7:49 PM, Campbell Barton ideasma...@gmail.comwrote: Revision: 59791 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=59791 Author: campbellbarton Date: 2013-09-04 01:49:20 + (Wed, 04 Sep 2013) Log Message: --- tweaks to fly mode - rotating the view is faster. - arrow keys work (was only wasd-rf before) - when stationary wheel or +/- will set z direction (so mouse wheel always sets the fly axis back to z) Modified Paths: -- trunk/blender/source/blender/editors/space_view3d/view3d_fly.c Modified: trunk/blender/source/blender/editors/space_view3d/view3d_fly.c === --- trunk/blender/source/blender/editors/space_view3d/view3d_fly.c 2013-09-04 01:29:34 UTC (rev 59790) +++ trunk/blender/source/blender/editors/space_view3d/view3d_fly.c 2013-09-04 01:49:20 UTC (rev 59791) @@ -159,6 +159,11 @@ WM_modalkeymap_add_item(keymap, RKEY, KM_PRESS, 0, 0, FLY_MODAL_DIR_UP); WM_modalkeymap_add_item(keymap, FKEY, KM_PRESS, 0, 0, FLY_MODAL_DIR_DOWN); + WM_modalkeymap_add_item(keymap, UPARROWKEY, KM_PRESS, 0, 0, FLY_MODAL_DIR_FORWARD); + WM_modalkeymap_add_item(keymap, DOWNARROWKEY, KM_PRESS, 0, 0, FLY_MODAL_DIR_BACKWARD); + WM_modalkeymap_add_item(keymap, LEFTARROWKEY, KM_PRESS, 0, 0, FLY_MODAL_DIR_LEFT); + WM_modalkeymap_add_item(keymap, RIGHTARROWKEY, KM_PRESS, 0, 0, FLY_MODAL_DIR_RIGHT); + WM_modalkeymap_add_item(keymap, XKEY, KM_PRESS, 0, 0, FLY_MODAL_AXIS_LOCK_X); WM_modalkeymap_add_item(keymap, ZKEY, KM_PRESS, 0, 0, FLY_MODAL_AXIS_LOCK_Z); @@ -580,6 +585,12 @@ double time_currwheel; float time_wheel; + /* not quite correct but avoids confusion WASD/arrow keys 'locking up' */ + if (fly-axis == -1) { + fly-axis = 2; + fly-speed = fabsf(fly-speed); + } + time_currwheel = PIL_check_seconds_timer(); time_wheel = (float)(time_currwheel - fly-time_lastwheel); fly-time_lastwheel = time_currwheel; @@ -599,6 +610,12 @@ double time_currwheel; float time_wheel; + /* not quite correct but avoids confusion WASD/arrow keys 'locking up' */ + if (fly-axis == -1) { + fly-axis = 2; + fly-speed = -fabsf(fly-speed); + } + time_currwheel = PIL_check_seconds_timer(); time_wheel = (float)(time_currwheel - fly-time_lastwheel); fly-time_lastwheel = time_currwheel; @@ -806,9 +823,10 @@ static int flyApply(bContext *C, FlyInfo *fly) { -#define FLY_ROTATE_FAC 2.5f /* more is faster */ +#define FLY_ROTATE_FAC 10.0f /* more is faster */ #define FLY_ZUP_CORRECT_FAC 0.1f /* amount to correct per step */ #define FLY_ZUP_CORRECT_ACCEL 0.05f /* increase upright momentum each step */ +#define FLY_SMOOTH_FAC 20.0f /* higher value less lag */ /* fly mode - Shift+F * a fly loop where the user can move move the view as if they are flying @@ -1052,7 +1070,7 @@ } /* impose a directional lag */ - interp_v3_v3v3(dvec, dvec_tmp, fly-dvec_prev, (1.0f / (1.0f + (time_redraw * 5.0f; + interp_v3_v3v3(dvec, dvec_tmp, fly-dvec_prev, (1.0f / (1.0f + (time_redraw * FLY_SMOOTH_FAC; if (rv3d-persp == RV3D_CAMOB) { Object *lock_ob = fly-root_parent ? fly-root_parent : fly-v3d-camera; ___ Bf-blender-cvs mailing list bf-blender-...@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [59757] trunk/blender/source/blender: Tweaks to New Driver creation behaviour
Humn, I really wish drivers didn't create anything. The vast majority of drivers do not use mapping other than 1-1 (in my experience). I'd prefer an easy way to add 1-1 curve when the user wants to instead of doing stuff the user never asked for! cheers Daniel Salazar patazstudio.com On Mon, Sep 2, 2013 at 6:28 PM, Joshua Leung aligor...@gmail.com wrote: Revision: 59757 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=59757 Author: aligorith Date: 2013-09-03 00:28:23 + (Tue, 03 Sep 2013) Log Message: --- Tweaks to New Driver creation behaviour * 'Show Debug' now enabled for all newly created drivers. For most users, it is useful to be able to see this to help figure out what's going on * Removed failed experiment of creating new drivers with Generator FModifiers. I had hoped that this would make it easier to create drivers that doubled or halved the input values, but that has proved to not be the case, and instead made harder for most users to set things up (as they'd have to remove these first). Now, when adding drivers from the UI, these get created with two keyframes (at (0,0) and (1,1) for a 1-1 mapping), which can be easily tweaked normally. However, for backwards compatability of scripts (notably rigify, and perhaps some others out there), when creating drivers from scripts, they will still get created with Generator FModifiers for now. We can review this situation again for 2.7, but for now it seems ok. Modified Paths: -- trunk/blender/source/blender/editors/animation/drivers.c trunk/blender/source/blender/editors/animation/keyframing.c trunk/blender/source/blender/editors/include/ED_keyframing.h trunk/blender/source/blender/python/intern/bpy_rna_anim.c Modified: trunk/blender/source/blender/editors/animation/drivers.c === --- trunk/blender/source/blender/editors/animation/drivers.c2013-09-02 23:32:21 UTC (rev 59756) +++ trunk/blender/source/blender/editors/animation/drivers.c2013-09-03 00:28:23 UTC (rev 59757) @@ -75,7 +75,8 @@ * for the given Animation Data block. This assumes that all the destinations are valid. * * - add: 0 - don't add anything if not found, - * 1 - add new Driver FCurve, + * 1 - add new Driver FCurve (with keyframes for visual tweaking), + * 2 - add new Driver FCurve (with generator, for script backwards compatability) * -1 - add new Driver FCurve without driver stuff (for pasting) */ FCurve *verify_driver_fcurve(ID *id, const char rna_path[], const int array_index, short add) @@ -114,11 +115,38 @@ /* if add is negative, don't init this data yet, since it will be filled in by the pasted driver */ if (add 0) { + BezTriple *bezt; + size_t i; + /* add some new driver data */ fcu-driver = MEM_callocN(sizeof(ChannelDriver), ChannelDriver); + fcu-driver-flag |= DRIVER_FLAG_SHOWDEBUG; - /* add simple generator modifier for driver so that there is some visible representation */ - add_fmodifier(fcu-modifiers, FMODIFIER_TYPE_GENERATOR); + /* F-Modifier or Keyframes? */ + // FIXME: replace these magic numbers with defines + if (add == 2) { + /* Python API Backwards compatability hack: +* Create FModifier so that old scripts won't break +* for now before 2.7 series -- (September 4, 2013) +*/ + add_fmodifier(fcu-modifiers, FMODIFIER_TYPE_GENERATOR); + } + else { + /* add 2 keyframes so that user has something to work with +* - These are configured to 0,0 and 1,1 to give a 1-1 mapping +* which can be easily tweaked from there. +*/ + insert_vert_fcurve(fcu, 0.0f, 0.0f, INSERTKEY_FAST); + insert_vert_fcurve(fcu, 1.0f, 1.0f, INSERTKEY_FAST); + + /* configure this curve to extrapolate */ + for (i = 0, bezt = fcu-bezt; (i fcu-totvert) bezt; i++, bezt++) { + bezt-h1 = bezt-h2 = HD_VECT; + } + + fcu-extend = FCURVE_EXTRAPOLATE_LINEAR; + calchandles_fcurve(fcu); + }
Re: [Bf-committers] Trusted blend files and scripted drivers bug and annoyance
I'm also having problems with students in the simple case of a #frame driver in cycles seed. I can never be sure they all have the enable python setting on in all the computers they use even if I tell them to enable it, this stuff is just never guaranteed in the real world because people forget this stuff. Of course renders turn out useless because of fixed noise. Daniel Salazar patazstudio.com On Fri, Aug 9, 2013 at 2:30 PM, Jace Priester jacepries...@threespaceimaging.com wrote: I expressed a lot of disagreement with the Trusted feature when there was talk about implementing it, and I'm here to voice a complaint again now that it has become a problem. I have created an animation using a scripted expression driver and that driver's value evaluates to zero. I did not notice the Continue Untrusted button appear at the top right. I've spent hours trying to figure out why scripted drivers don't work, only to save and reload and then be prompted to Reload Trusted. This has been a gigantic waste of my time and is precisely the reason I did not want this trusted junk in the first place. I am aware of the command line options to disable it, but I never expected to have to do that. I understand the Reload Trusted prompt when opening a file. However, when I create a brand new driver and enter the expression myself it should work immediately. In any case, it damn sure should not show a value of zero without a notice right next to it that it skipped evaluation entirely. As-is, this is very misleading and indicates that the expression did in fact resolve to a value of zero. -- -- Jace Priester Threespace Imaging jacepries...@threespaceimaging.com 559-284-0904 -- ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Weekly developer meeting, July 14, 2013
Ehm, isn't it super fast too? Daniel Salazar patazstudio.com On Sun, Jul 14, 2013 at 8:25 PM, Tom M letter...@gmail.com wrote: Knapp, Why do we need/want OpenSubdiv? Don't we have a lot of stuff that does the same thing? For example, subsurface seam strength and Bevel weighted edges and, Dynamictopo? compatibility with the subdivision surface interpolation of other studios. LetterRip ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Python security - proposal
Steps to bypass all the measures being proposed in the sake of security: 1. Take a sintel rig file and add the two liner needed to delete your HD in line 700 of one of the scripts. 2. People download this blend file and of course it doesn't work because the blend file was designed to use scripts right? After taking a quick look to the scripts they look legit. 3. A message appears saying something like Sorry this file relies on python scripts to autorun and that is disabled by default. 4. User proceeds to enable the loading of scripts. 5. User's HD is deleted. IMO you're not solving any security loopholes with this stuff. Just making it harder for blend files to be run as *they were designed*. It's easy to say just change the default but defaults don't work with teams of mixed environments, with members in different parts of the world, different levels of blender experience (or none at all). Again, python in Blender is everywhere! This is pretty much a flag that tells Blender to NOT work as intended because some security issue that has never happened. Please come up with a proper solution before pushing an idealistic method that will do nothing to protect users in the real world. kind regards, Daniel Salazar patazstudio.com On Sun, Jun 9, 2013 at 7:02 AM, Ton Roosendaal t...@blender.org wrote: Hi all, Back to practical solutions we can work on for the next release! Here's a proposal I think has a wide consensus: 1) Trusted source for autorun scripts gets default disabled. 2) On loading a .blend with autorun script, we notify a user of that. How that UI will work exactly has a number of solutions we can investigate further. I suggest Campbell to investigate it and test some ideas and propose that here. The above should be a real 2.68 target. Further actions we can take: 3) Implement a friendly (easy to use) way for marking/defining .blend files to be always be trusted. Also here a number of solutions are possible, like preset directories for where such files are located, or a way to sign personally saved files. Or both. I propose Campbell to investigate that further too with some people and come with a final proposal for it. 4) Cleanup Blender file writing code itself as well. Like stop using /tmp for files, and enforce relative paths for (automatic) output file writing. 5) Figure out if there's any way to detect malicious scripts... 6) Kick Python.org and/or support the PyPy project to get 3.x Python secured somehow. -Ton- Ton Roosendaal - t...@blender.org - www.blender.org Chairman Blender Foundation - Producer Blender Institute Entrepotdok 57A - 1018AD Amsterdam - The Netherlands ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] GSoC 201 - Automatic Skeleton Extraction
Alexander you could check this paper out that improves upon our existing bone heat weighting method. Very useful! http://s5.cse.msu.edu/~cse872/papers_files/BoneGlowImprovedWeightAssignment.pdf Daniel Salazar patazstudio.com On Thu, Apr 25, 2013 at 10:02 AM, Alexander Pinzon Fernandez apinz...@gmail.com wrote: Automatic Skeleton Extraction Alexander Pinzon Fernandez Email: apinz...@gmail.com Short description: The character animation is generally done with skeletons that control each joint in the character which drastically simplifies the animation process. The construction of the skeleton given a polygon mesh is a task typically performed by an artist. This project proposes to implement a method for extracting the skeleton automatically given a polygon mesh. *Name*: Alexander Pinzon Fernandez *Email*: apinz...@gmail.com *IRC*: apinzonf *www*: http://apinzonf.wordpress.com/, http://wiki.blender.org/index.php/User:Apinzonf *Additional Contact Info* *Phone*: +57 300 2 92 74 30 *Physical Address*: Cr 81 H No 42a-58 sur Bogota-Colombia Synopsis The character animation is generally done with skeletons that control each joint in the character which drastically simplifies the animation process. The construction of the skeleton given a polygon mesh is a task typically performed by an artist. This project proposes to implement a method for extracting the skeleton automatically given a polygon mesh. This method iteratively contracts the shape in the reverse direction of the curvature flow, with a constraint that forces the contracted model will closely match the original. In each iteration eliminates details. After the model volume is close to zero is passed to the next stage in which through a special surface simplification method removes vertices to obtain a 1D structure. Paper used: AU, Oscar Kin-Chung, et al. Skeleton extraction by mesh contraction. ACM Transactions on Graphics (TOG). ACM, 2008. p. 44. Benefits to Blender This project proposes a new tool for blender user that requires extract the skeleton of polygon meshes. This method allows to obtain the skeleton of a polygon mesh quickly and automatically. This method is insensitive to noise because it uses a smoothing algorithm for contraction which removes the noise and detail in each iteration. Deliverables 1. A new skeleton extraction tool for Blender. 2. Some pages of documentation to be included in the manual 3. A technical document for developers to improve the method in the future. 4. A tutorial explaining the use of the tool. Project Details The project would divide into seven parts: 1. Iteratively contracting the mesh until the volume is close to zero. 2. Simplifying polygon mesh to obtain a 1D structure (skeleton). 3. Relocating skeleton nodes in the center of each segment. 4. Create vertex groups for each node of the skeleton. 5. Converting a 1D polygon mesh into an armature. 6. Link vertex groups to bones of the armature. 7. Generation of the documentation and tutorials. Project Schedule - *2 Weeks:- May 27 – Jun 09:* Iteratively contracting the mesh until the volume is close to zero. - *3 Weeks:- Jun 10 – Jun 31:* Simplifying polygon mesh to obtain a 1D structure (skeleton). - *2 Weeks:- Jul 01 – Jul 14:* Relocating skeleton nodes in the center of each segment. - *2 Weeks:- Jul 15 – Jul 28:* Create vertex groups for each node of the skeleton. - *3 Weeks:- Jul 29 – Aug 18:* Converting a 1D polygon mesh into an armature. - *2 Weeks:- Aug 19 – Sep 01:* Link vertex groups to bones of the armature.. - *1 Weeks:- Sep 02 – Sep 08:* Testing the tool and Define and implement graphical user integration. - *2 Weeks:- Sep 09 – Sep 22:* Generation of the documentation and tutorials. Bio I graduated as systems engineer in Colombia in 2007. I am a MSc computer science student at National University of Colombia. Skeleton extraction and mesh smoothing are the research topics of my MSc. I am use CGAL, Graphite and Qt libraries. Since 2007 I am a member of the Bioingenium Research Group of National University of Colombia. I have been using Blender for about 10 years. I was working on the develop of a operator to remove noise from a mesh at GSOC 2012 – Blender suchi branch “Mesh Smoothing for 3d Scan Data”. WORK EXPERIENCE: 2012 Google Summer of Code – Blender Foundation: “Mesh Smoothing for 3d Scan Data”. 2010 - Scire Foundation, Software Architect: Design and development of web services data, hibernate and oracle. Programming GUI with RichFaces. Library of generic manipulation of trees, based on Java reflection techniques. 2005 - 2007 Sigtech, LTDA, Developer Engineer: SIGC System Development for the Departamento Administrativo de Catastro
Re: [Bf-committers] GSoC 201 - Automatic Skeleton Extraction
We have had a number of automated armature tools in the past that never really delivered something usable in production. It is my opinion that rigging has a long way to go before it can be automated. The creation and positioning of bones is not only critical to a good rig but also not that hard to do technically.. meaning it would take me the same amount of time or more to fix the automated results than to do it right from scratch :( Hope that helps even if it's a negative opinion. Daniel ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [55505] trunk/blender/source/blender/ editors/space_node/node_draw.c: Nodes editor,
Wow =-O On Mar 22, 2013 6:57 AM, Pablo Vazquez venom...@gmail.com wrote: Revision: 55505 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=55505 Author: venomgfx Date: 2013-03-22 12:57:32 + (Fri, 22 Mar 2013) Log Message: --- Nodes editor, Draw an extra outline on hidden nodes that have custom colors, otherwise you can't recognize them unless you unhide. Example: http://pasteall.org/pic/show.php?id=42359 Modified Paths: -- trunk/blender/source/blender/editors/space_node/node_draw.c Modified: trunk/blender/source/blender/editors/space_node/node_draw.c === --- trunk/blender/source/blender/editors/space_node/node_draw.c 2013-03-22 12:00:29 UTC (rev 55504) +++ trunk/blender/source/blender/editors/space_node/node_draw.c 2013-03-22 12:57:32 UTC (rev 55505) @@ -975,7 +975,19 @@ glDisable(GL_LINE_SMOOTH); glDisable(GL_BLEND); } - + +/* custom color inline */ +if (node-flag NODE_CUSTOM_COLOR) { +glEnable(GL_BLEND); +glEnable(GL_LINE_SMOOTH); + +glColor3fv(node-color); +uiDrawBox(GL_LINE_LOOP, rct-xmin + 1, rct-ymin + 1, rct-xmax -1, rct-ymax - 1, hiddenrad); + +glDisable(GL_LINE_SMOOTH); +glDisable(GL_BLEND); +} + /* title */ if (node-flag SELECT) UI_ThemeColor(TH_SELECT); ___ Bf-blender-cvs mailing list bf-blender-...@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Patch for adding Remove Doubles functionality to Decimate modifier
Nicholas Bishop once talked about a bmesh modifier where you can use any bmesh operator like symmetrice, remove doubles etc. Modifiers are too specialized already, following the path of the current particle system where very specific functionality is added will not benefit us in the long run but make things messier. +1 on making simple separate functionality that we will be able to easily replicate in a future node modifier system! Daniel Salazar patazstudio.com On Mon, Jan 14, 2013 at 12:31 PM, Thomas Dinges blen...@dingto.org wrote: I would put it into the existing Decimate Modifier. Am 14.01.2013 19:30, schrieb Mikhail Rachinskiy: +1 for a separate Remove Doubles modifier. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Bachelor-thesis
Hi Mathias, It's always a good idea to start with one of the easy hacks that have been compiled specially because they are a good introduction to Blender coding, ie: not touching a million parts of the code http://wiki.blender.org/index.php/Dev:Doc/Quick_Hacks welcome and have fun! Daniel Salazar patazstudio.com On Tue, Dec 18, 2012 at 11:32 AM, Pål Mathias Ellefsen palel...@gmail.comwrote: Hi blender developers My name is Paal and I am currently looking for a bachelor-thesis for my Computer Engineering degree. I thought I could use this opportunity to use my thesis to contribute to the blender development community.But this is my first time with open source development and I do not know how I can contribute to this community. I have about 300 work hours to contribute to the project and I would very like to receive any suggestions on which field I can contribute into: Languages I have worked with : Visual Basic .NET, C++, C#, Java, HTML, JavaScript, CSS, XML,HLSL, GLSL, Oracle SQL, PostgreSQL, MS SQL, Windows Batch, PHP, Objective-C Frameworks, SDKs and etc.: . NET, .NET Compact, XNA, Android SDK, OpenGL, ASP.NET, WiX, Jquery, Windows Mobile SDK, Google Web Toolkit, Java RMI, .NETInstaller, 3DS Max, Java Server Pages, Razor,DirectX, Smarty, Ajax, Linux Shell (Bash), Windows Batch, Windows OS, Linux Ubuntu OS, XCode, Git,SVN Looking forward for your replies. Regards Paal ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Syntax Highlighting for OSL - Question
Sounds good, however I'd prefer the syntax selection be automatic based on the extension, like it is already for other things related to py vs osl. One less menu or button is always good! Daniel Salazar patazstudio.com On Tue, Dec 18, 2012 at 5:11 PM, patrick boelens p_boel...@msn.com wrote: Hey everyone, I just added a new patch for OSL syntax highlighting in the Text Editor which I thought people might find useful. Personally I would love a bit more color variation, which is why I did the request in the code comments of giving decorators their own color, and also why I'll probably give OSL's data types (int, void, closure) a unique one for myself as well. I figured I'd ask here to see how others would feel about having the same added in trunk rather than just tossing it in there along with the rest of my patch. Hope somebody finds this useful, cheers! -Patrick The patch: http://projects.blender.org/tracker/index.php?func=detailaid=33609 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Syntax Highlighting for OSL - Question
Don't think so, the practice of using the extension is already in place see py http://www.pasteall.org/pic/42060 vs osl http://www.pasteall.org/pic/show.php?id=42059 This is a place where you don't have to be smart. It's a simple syntax highlighting, why would it even be an option? Who would want to disable syntax highlighting and why? Blender's UI is already filled with options. cheers Daniel Salazar patazstudio.com On Tue, Dec 18, 2012 at 5:31 PM, patrick boelens p_boel...@msn.com wrote: I thought about that, but it seemed weird and cumbersome having to always end your file names in .py or .osl before (correct) highlighting can occur. (Maybe it's just me being lazy but I never end in either extension when working in Blender.) Maybe we could have a combination of the two (keep the option, but be smart about it)? For example: - New file - syntax = Python - Switch to my_shader.osl - syntax = OSL - New file - syntax = OSL (persistent from previous file) -Patrick From: zan...@gmail.com Date: Tue, 18 Dec 2012 17:13:30 -0600 To: bf-committers@blender.org Subject: Re: [Bf-committers] Syntax Highlighting for OSL - Question Sounds good, however I'd prefer the syntax selection be automatic based on the extension, like it is already for other things related to py vs osl. One less menu or button is always good! Daniel Salazar patazstudio.com On Tue, Dec 18, 2012 at 5:11 PM, patrick boelens p_boel...@msn.com wrote: Hey everyone, I just added a new patch for OSL syntax highlighting in the Text Editor which I thought people might find useful. Personally I would love a bit more color variation, which is why I did the request in the code comments of giving decorators their own color, and also why I'll probably give OSL's data types (int, void, closure) a unique one for myself as well. I figured I'd ask here to see how others would feel about having the same added in trunk rather than just tossing it in there along with the rest of my patch. Hope somebody finds this useful, cheers! -Patrick The patch: http://projects.blender.org/tracker/index.php?func=detailaid=33609 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Syntax Highlighting for OSL - Question
Inside a menu is better, yes. For disabling automatic syntax highlighting (again I don't know why but what ever). The rest should just work Daniel Salazar patazstudio.com On Tue, Dec 18, 2012 at 6:11 PM, Thomas Dinges blen...@dingto.org wrote: I disagree with that. A new button inside of a menu in the text editor won't harm. Thanks for the patch Patrick, a welcome addition. I have not looked at the code yet, but OSL syntax highlighting in trunk should be added. +1 Best regards, Thomas Daniel Salazar - 3Developer.com zan...@gmail.com schrieb: Don't think so, the practice of using the extension is already in place see py http://www.pasteall.org/pic/42060 vs osl http://www.pasteall.org/pic/show.php?id=42059 This is a place where you don't have to be smart. It's a simple syntax highlighting, why would it even be an option? Who would want to disable syntax highlighting and why? Blender's UI is already filled with options. cheers Daniel Salazar patazstudio.com On Tue, Dec 18, 2012 at 5:31 PM, patrick boelens p_boel...@msn.com wrote: I thought about that, but it seemed weird and cumbersome having to always end your file names in .py or .osl before (correct) highlighting can occur. (Maybe it's just me being lazy but I never end in either extension when working in Blender.) Maybe we could have a combination of the two (keep the option, but be smart about it)? For example: - New file - syntax = Python - Switch to my_shader.osl - syntax = OSL - New file - syntax = OSL (persistent from previous file) -Patrick From: zan...@gmail.com Date: Tue, 18 Dec 2012 17:13:30 -0600 To: bf-committers@blender.org Subject: Re: [Bf-committers] Syntax Highlighting for OSL - Question Sounds good, however I'd prefer the syntax selection be automatic based on the extension, like it is already for other things related to py vs osl. One less menu or button is always good! Daniel Salazar patazstudio.com On Tue, Dec 18, 2012 at 5:11 PM, patrick boelens p_boel...@msn.com wrote: Hey everyone, I just added a new patch for OSL syntax highlighting in the Text Editor which I thought people might find useful. Personally I would love a bit more color variation, which is why I did the request in the code comments of giving decorators their own color, and also why I'll probably give OSL's data types (int, void, closure) a unique one for myself as well. I figured I'd ask here to see how others would feel about having the same added in trunk rather than just tossing it in there along with the rest of my patch. Hope somebody finds this useful, cheers! -Patrick The patch: http://projects.blender.org/tracker/index.php?func=detailaid=33609 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Fresh build launch error
Thank you Brecht. Now I'm getting a math module error http://www.pasteall.org/38005 After that I svn up, deleted by build folder, ran install_deps again (which had some updates), configured cmake like this: cmake -D BOOST_ROOT=/opt/lib/boost -D Boost_NO_SYSTEM_PATHS=ON -D WITH_CODEC_FFMPEG=ON -D FFMPEG=/opt/lib/ffmpeg -D FFMPEG_LIBRARIES='avformat;avcodec;avutil;avdevice;swscale;rt;theora;theoradec;theoraenc;vorbis;vorbisenc;vorbisfile;openjpeg' ../source/ And built. Still the same error Daniel Salazar patazstudio.com On Thu, Dec 13, 2012 at 2:00 AM, Brecht Van Lommel brechtvanlom...@pandora.be wrote: Hi, I committed some changes now which might fix it, but it's guesswork as I couldn't redo the issue. If that still doesn't work, maybe try a fresh svn checkout or clean the build directory entirely .. I'm not sure what else might be causing this. Brecht. On Tue, Dec 11, 2012 at 11:48 PM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: And this are the lib links for the binary http://www.pasteall.org/37933 Daniel Salazar patazstudio.com On Tue, Dec 11, 2012 at 3:36 PM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: Hi, I just built trunk svn and it's failing on launch with this error http://www.pasteall.org/37930 cheers Daniel Salazar patazstudio.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Using install_deps.sh on SuSE 12.2
Hi people, I'm trying to install deps using the script on a fresh SuSE 12.2 64bit install Currently I'm having trouble with ffmpeg http://p3d-dev.dyndns.org/proto any ideas? Daniel Salazar patazstudio.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Using install_deps.sh on SuSE 12.2
Sorry correct link is http://www.pasteall.org/37927 Daniel Salazar patazstudio.com On Tue, Dec 11, 2012 at 1:37 PM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: Hi people, I'm trying to install deps using the script on a fresh SuSE 12.2 64bit install Currently I'm having trouble with ffmpeg http://p3d-dev.dyndns.org/proto any ideas? Daniel Salazar patazstudio.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Using install_deps.sh on SuSE 12.2
Oh yeah! thanks! Daniel Salazar patazstudio.com On Tue, Dec 11, 2012 at 1:45 PM, Sergey Sharybin sergey@gmail.comwrote: Should be fixed now :) On Wed, Dec 12, 2012 at 1:39 AM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: Sorry correct link is http://www.pasteall.org/37927 Daniel Salazar patazstudio.com On Tue, Dec 11, 2012 at 1:37 PM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: Hi people, I'm trying to install deps using the script on a fresh SuSE 12.2 64bit install Currently I'm having trouble with ffmpeg http://p3d-dev.dyndns.org/proto any ideas? Daniel Salazar patazstudio.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- With best regards, Sergey Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Fresh build launch error
Hi, I just built trunk svn and it's failing on launch with this error http://www.pasteall.org/37930 cheers Daniel Salazar patazstudio.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Fresh build launch error
And this are the lib links for the binary http://www.pasteall.org/37933 Daniel Salazar patazstudio.com On Tue, Dec 11, 2012 at 3:36 PM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: Hi, I just built trunk svn and it's failing on launch with this error http://www.pasteall.org/37930 cheers Daniel Salazar patazstudio.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] BBB Of topic but funny
Could be a prestigious member of the Ministry of Silly Walks Daniel Salazar patazstudio.com On Fri, Dec 7, 2012 at 4:52 PM, Michael Fox mfoxd...@gmail.com wrote: Brilliant deductions sherlock :P On 08/12/12 06:49, Nathan Vegdahl wrote: It looks to me like the kid is intentionally affecting that walk, not like that is his normal walk. I think he's trying to be silly. On Wed, Dec 5, 2012 at 3:51 PM, Harley Acheson harley.ache...@gmail.com wrote: Douglas, So the reason for this email was to say have a laugh at the fat kid who is walking funny? I highly doubt the kid posted the image himself so that others could laugh at him, so it seems mean-spirited to forward it to a group list in this way. Best to leave that to your Facebook friends. Maybe I'm overreacting but I'm a bit sensitive about bullying behavior. Harley ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [52130] trunk/blender: build fix: recent commit broke building on 64bit linux
Hi Bastien, thanks for your reply. I haven't been able to do it yet, for now i dissabled international but I'm getting blurry text in some places :( Will have to update my distro i guess! cheers Daniel Salazar patazstudio.com On Mon, Nov 12, 2012 at 1:48 AM, Bastien Montagne montagn...@wanadoo.fr wrote: Hi Daniel, You are probably using your distrib's boost libs? In this case, you have to install boost-locale-dev package as well… ;) On 12/11/2012 04:56, Daniel Salazar - 3Developer.com wrote: Hi Cambo, Unfortunately building is still failing here http://www.pasteall.org/37134 Daniel Salazar patazstudio.com On Sun, Nov 11, 2012 at 9:37 PM, Campbell Bartonideasma...@gmail.comwrote: Revision: 52130 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=52130 Author: campbellbarton Date: 2012-11-12 03:37:28 + (Mon, 12 Nov 2012) Log Message: --- build fix: recent commit broke building on 64bit linux Modified Paths: -- trunk/blender/doc/python_api/rst/info_gotcha.rst trunk/blender/source/blender/editors/gpencil/gpencil_paint.c trunk/blender/source/blender/makesdna/DNA_gpencil_types.h Modified: trunk/blender/doc/python_api/rst/info_gotcha.rst === --- trunk/blender/doc/python_api/rst/info_gotcha.rst2012-11-12 03:26:40 UTC (rev 52129) +++ trunk/blender/doc/python_api/rst/info_gotcha.rst2012-11-12 03:37:28 UTC (rev 52130) @@ -130,7 +130,7 @@ * Exit edit-mode before running the tool. * Explicitly update the mesh by calling :class:`bmesh.types.BMesh.to_mesh`. * Modify the script to support working on the edit-mode data directly, see: :mod:`bmesh.from_edit_mesh`. -* Report the context as incorrect and only allow the script to run when editmode is disabled. +* Report the context as incorrect and only allow the script to run outside edit-mode. .. _info_gotcha_mesh_faces: Modified: trunk/blender/source/blender/editors/gpencil/gpencil_paint.c === --- trunk/blender/source/blender/editors/gpencil/gpencil_paint.c 2012-11-12 03:26:40 UTC (rev 52129) +++ trunk/blender/source/blender/editors/gpencil/gpencil_paint.c 2012-11-12 03:37:28 UTC (rev 52130) @@ -780,7 +780,7 @@ float delta = pt_tmp[1].time; int j; - gps-inittime += delta; + gps-inittime += (double)delta; pts = gps-points; for (j = 0; j gps-totpoints; j++, pts++) { @@ -817,7 +817,7 @@ float delta = pt_tmp[i].time; int j; - gsn-inittime += delta; + gsn-inittime += (double)delta; pts = gsn-points; for (j = 0; j gsn-totpoints; j++, pts++) { Modified: trunk/blender/source/blender/makesdna/DNA_gpencil_types.h === --- trunk/blender/source/blender/makesdna/DNA_gpencil_types.h 2012-11-12 03:26:40 UTC (rev 52129) +++ trunk/blender/source/blender/makesdna/DNA_gpencil_types.h 2012-11-12 03:37:28 UTC (rev 52130) @@ -56,10 +56,8 @@ short thickness;/* thickness of stroke (currently not used) */ short flag; /* various settings about this stroke */ - - float pad; + double inittime;/* Init time of stroke */ - float pad2; } bGPDstroke; /* bGPDstroke-flag */ ___ Bf-blender-cvs mailing list bf-blender-...@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [52130] trunk/blender: build fix: recent commit broke building on 64bit linux
Hi Cambo, Unfortunately building is still failing here http://www.pasteall.org/37134 Daniel Salazar patazstudio.com On Sun, Nov 11, 2012 at 9:37 PM, Campbell Barton ideasma...@gmail.comwrote: Revision: 52130 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=52130 Author: campbellbarton Date: 2012-11-12 03:37:28 + (Mon, 12 Nov 2012) Log Message: --- build fix: recent commit broke building on 64bit linux Modified Paths: -- trunk/blender/doc/python_api/rst/info_gotcha.rst trunk/blender/source/blender/editors/gpencil/gpencil_paint.c trunk/blender/source/blender/makesdna/DNA_gpencil_types.h Modified: trunk/blender/doc/python_api/rst/info_gotcha.rst === --- trunk/blender/doc/python_api/rst/info_gotcha.rst2012-11-12 03:26:40 UTC (rev 52129) +++ trunk/blender/doc/python_api/rst/info_gotcha.rst2012-11-12 03:37:28 UTC (rev 52130) @@ -130,7 +130,7 @@ * Exit edit-mode before running the tool. * Explicitly update the mesh by calling :class:`bmesh.types.BMesh.to_mesh`. * Modify the script to support working on the edit-mode data directly, see: :mod:`bmesh.from_edit_mesh`. -* Report the context as incorrect and only allow the script to run when editmode is disabled. +* Report the context as incorrect and only allow the script to run outside edit-mode. .. _info_gotcha_mesh_faces: Modified: trunk/blender/source/blender/editors/gpencil/gpencil_paint.c === --- trunk/blender/source/blender/editors/gpencil/gpencil_paint.c 2012-11-12 03:26:40 UTC (rev 52129) +++ trunk/blender/source/blender/editors/gpencil/gpencil_paint.c 2012-11-12 03:37:28 UTC (rev 52130) @@ -780,7 +780,7 @@ float delta = pt_tmp[1].time; int j; - gps-inittime += delta; + gps-inittime += (double)delta; pts = gps-points; for (j = 0; j gps-totpoints; j++, pts++) { @@ -817,7 +817,7 @@ float delta = pt_tmp[i].time; int j; - gsn-inittime += delta; + gsn-inittime += (double)delta; pts = gsn-points; for (j = 0; j gsn-totpoints; j++, pts++) { Modified: trunk/blender/source/blender/makesdna/DNA_gpencil_types.h === --- trunk/blender/source/blender/makesdna/DNA_gpencil_types.h 2012-11-12 03:26:40 UTC (rev 52129) +++ trunk/blender/source/blender/makesdna/DNA_gpencil_types.h 2012-11-12 03:37:28 UTC (rev 52130) @@ -56,10 +56,8 @@ short thickness;/* thickness of stroke (currently not used) */ short flag; /* various settings about this stroke */ - - float pad; + double inittime;/* Init time of stroke */ - float pad2; } bGPDstroke; /* bGPDstroke-flag */ ___ Bf-blender-cvs mailing list bf-blender-...@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [52038] trunk/blender/source/blender/ editors/interface/interface_handlers.c: Usability:
Oh please make this also work for ramps, they can be pretty hard to control precisely cheers! Daniel Salazar patazstudio.com On Fri, Nov 9, 2012 at 7:33 AM, Ton Roosendaal t...@blender.org wrote: Revision: 52038 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=52038 Author: ton Date: 2012-11-09 13:33:23 + (Fri, 09 Nov 2012) Log Message: --- Usability: Made SHIFT+drag mouse in Curve and ColorPicker widgets move with more precision. This was only working with UserPref continuous grab. Modified Paths: -- trunk/blender/source/blender/editors/interface/interface_handlers.c Modified: trunk/blender/source/blender/editors/interface/interface_handlers.c === --- trunk/blender/source/blender/editors/interface/interface_handlers.c 2012-11-09 11:03:53 UTC (rev 52037) +++ trunk/blender/source/blender/editors/interface/interface_handlers.c 2012-11-09 13:33:23 UTC (rev 52038) @@ -279,12 +279,7 @@ static float ui_mouse_scale_warp_factor(const short shift) { - if (U.uiflag USER_CONTINUOUS_MOUSE) { - return shift ? 0.05f : 1.0f; - } - else { - return 1.0f; - } + return shift ? 0.05f : 1.0f; } static void ui_mouse_scale_warp(uiHandleButtonData *data, @@ -292,16 +287,11 @@ float *r_mx, float *r_my, const short shift) { - if (U.uiflag USER_CONTINUOUS_MOUSE) { - const float fac = ui_mouse_scale_warp_factor(shift); - /* slow down the mouse, this is fairly picky */ - *r_mx = (data-dragstartx * (1.0f - fac) + mx * fac); - *r_my = (data-dragstarty * (1.0f - fac) + my * fac); - } - else { - *r_mx = mx; - *r_my = my; - } + const float fac = ui_mouse_scale_warp_factor(shift); + + /* slow down the mouse, this is fairly picky */ + *r_mx = (data-dragstartx * (1.0f - fac) + mx * fac); + *r_my = (data-dragstarty * (1.0f - fac) + my * fac); } /* file selectors are exempt from utf-8 checks */ ___ Bf-blender-cvs mailing list bf-blender-...@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Two details that got away from Blender design concepts
I've been pointed out by Pablo that the same layer behavior is present on the renderlayer masks. Here I can repeat the exact same points. Maybe this was a choice made to prevent users from clearing the mask selection in a time the undo system didn't work too well? Now if you make a mistake (forget to press shift) you can simply undo Daniel Salazar patazstudio.com On Tue, Oct 30, 2012 at 12:50 PM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: This are two simple details that are in blender for some time. I woudn't pester about this if they weren't getting in the way all the time. I'd like to have another discussion about them and hopefully get to a solution. 1) Node editor release confirm The tweak (right mouse drag) behavior in the node editor is the only place in any other editable part in blender where Release Confirms is forced to the user, like it or not. It forces the user to re-think the tweak behavior every time he/she switches to another editor. This is wrong because tweak is something we should do naturally and effortlessly. More importantly we have an editing preference for those who like this behavior but it's ignored in the node editor: http://www.zanqdo.com/tmp/ReleaseConfirm.png This hack also fails interestingly on the Detach node operator (Alt+Tweak) where it reverts to obeying the preference after the tweak so you do have to click to confirm! Please let it respect the preference again so everyone can have it as we prefer 2) Dupli Visibility Dupligroup layer visibility toggles work different than any other layer toggle in Blender. Normally clicking on a slot disables the rest, while shift-clicking on a layer adds to the selection. This is in line with everything else in blender. But Dupligroup visibility is different. You click on a layer and you toggle it while shift clicking does exactly the same. This change was made (to my understanding) because of an assumption that you usually just want to disable 1 or 2 hidden layers. This might be the case for some people but that's just a personal preference. In my case for example, for better clarity and cleanness I prefer to only enable the layers that have dupli-visible geometry while keeping all the rest nicely disabled like this. http://www.zanqdo.com/tmp/Dupli_Visibility.png So there you go, the assumption is now invalidated and we still have a counter intuitive widget that forces the user to click *18 times* in order to disable the hidden layers. With the standard system this would only take 2 shift clicks. On the other hand, for those who still prefer to only disable the hidden layers it would also take only 1 or 2 shift-clicks! I can not think of a real reason why the standard behavior is ignored here just to save a single key press to some users thx Daniel Salazar patazstudio.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [51363] trunk/blender/intern/cycles: Cycles: object motion blur enabled, so in addition to camera motion, moving
Very nice results. Would it be possible to support per object motion blur? Of course this is not realistic but it's really useful in production. I tend to dislike using much mblur for cartoon style anims, however certain elements (rotating things) do require a large amount of blut cheers Daniel Salazar patazstudio.com On Tue, Oct 16, 2012 at 4:48 AM, Brecht Van Lommel brechtvanlom...@pandora.be wrote: Revision: 51363 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=51363 Author: blendix Date: 2012-10-16 10:48:19 + (Tue, 16 Oct 2012) Log Message: --- Cycles: object motion blur enabled, so in addition to camera motion, moving objects in the scene will also cause motion blur. This change does come with a bit of a slow down to the CPU rendering kernel even with motion blur disabled, due to extra overhead in handling of object matrices. It's a few percentages on simpler scenes, not so noticeable on more complex ones. With motion blur enabled rendering is of course also slower as would be expected, though from testing especially GPU rendering handles it quite well. This does not support motion blur from deforming objects yet, only translation, scale and rotation. Deformation blur is probably for another release. Modified Paths: -- trunk/blender/intern/cycles/blender/addon/ui.py trunk/blender/intern/cycles/kernel/kernel_shader.h trunk/blender/intern/cycles/kernel/kernel_types.h Modified: trunk/blender/intern/cycles/blender/addon/ui.py === --- trunk/blender/intern/cycles/blender/addon/ui.py 2012-10-16 10:29:34 UTC (rev 51362) +++ trunk/blender/intern/cycles/blender/addon/ui.py 2012-10-16 10:48:19 UTC (rev 51363) @@ -131,7 +131,7 @@ class CyclesRender_PT_motion_blur(CyclesButtonsPanel, Panel): -bl_label = Camera Motion Blur +bl_label = Motion Blur bl_options = {'DEFAULT_CLOSED'} def draw_header(self, context): Modified: trunk/blender/intern/cycles/kernel/kernel_shader.h === --- trunk/blender/intern/cycles/kernel/kernel_shader.h 2012-10-16 10:29:34 UTC (rev 51362) +++ trunk/blender/intern/cycles/kernel/kernel_shader.h 2012-10-16 10:48:19 UTC (rev 51363) @@ -73,7 +73,7 @@ /* matrices and time */ #ifdef __OBJECT_MOTION__ if(sd-flag SD_OBJECT_MOTION) { - sd-ob_tfm = object_fetch_transform_motion(kg, sd-object, time, sd-ob_itfm); + sd-ob_tfm = object_fetch_transform_motion(kg, sd-object, ray-time, sd-ob_itfm); } else { sd-ob_tfm = object_fetch_transform(kg, sd-object, OBJECT_TRANSFORM); Modified: trunk/blender/intern/cycles/kernel/kernel_types.h === --- trunk/blender/intern/cycles/kernel/kernel_types.h 2012-10-16 10:29:34 UTC (rev 51362) +++ trunk/blender/intern/cycles/kernel/kernel_types.h 2012-10-16 10:48:19 UTC (rev 51363) @@ -109,7 +109,7 @@ #define __BACKGROUND_MIS__ #define __AO__ #define __CAMERA_MOTION__ -//#define __OBJECT_MOTION__ +#define __OBJECT_MOTION__ #endif //#define __SOBOL_FULL_SCREEN__ ___ Bf-blender-cvs mailing list bf-blender-...@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [51356] trunk/blender: Add BMesh and WM symmetrize operators
Not so fast! This is too cool to exist only as an operator. What about a modifier? ^_^ awesomesauce Daniel Salazar patazstudio.com On Mon, Oct 15, 2012 at 5:50 PM, Nicholas Bishop nicholasbis...@gmail.com wrote: Revision: 51356 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=51356 Author: nicholasbishop Date: 2012-10-15 23:50:09 + (Mon, 15 Oct 2012) Log Message: --- Add BMesh and WM symmetrize operators * The symmetrize operation makes the input mesh elements symmetrical, but unlike mirroring it only copies in one direction. The edges and faces that cross the plane of symmetry are split as needed to enforce symmetry. * The symmetrize operator can be controlled with the direction property, which combines the choices of symmetry plane and positive-negative/negative-positive. The enum for this is BMO_SymmDirection. * Added menu items in the top-level Mesh menu and the WKEY specials menu. * Documentation: http://wiki.blender.org/index.php/User:Nicholasbishop/Symmetrize * Reviewed by Brecht: https://codereview.appspot.com/6618059 Modified Paths: -- trunk/blender/release/scripts/startup/bl_ui/space_view3d.py trunk/blender/source/blender/bmesh/CMakeLists.txt trunk/blender/source/blender/bmesh/intern/bmesh_opdefines.c trunk/blender/source/blender/bmesh/intern/bmesh_operator_api.h trunk/blender/source/blender/bmesh/intern/bmesh_operators_private.h trunk/blender/source/blender/editors/mesh/editmesh_tools.c trunk/blender/source/blender/editors/mesh/mesh_intern.h trunk/blender/source/blender/editors/mesh/mesh_ops.c Added Paths: --- trunk/blender/source/blender/bmesh/operators/bmo_symmetrize.c Modified: trunk/blender/release/scripts/startup/bl_ui/space_view3d.py === --- trunk/blender/release/scripts/startup/bl_ui/space_view3d.py 2012-10-15 23:17:24 UTC (rev 51355) +++ trunk/blender/release/scripts/startup/bl_ui/space_view3d.py 2012-10-15 23:50:09 UTC (rev 51356) @@ -1668,7 +1668,7 @@ layout.menu(VIEW3D_MT_uv_map, text=UV Unwrap...) layout.separator() - +layout.operator(mesh.symmetrize) layout.operator(view3d.edit_mesh_extrude_move_normal, text=Extrude Region) layout.operator(view3d.edit_mesh_extrude_individual_move, text=Extrude Individual) layout.operator(mesh.duplicate_move) @@ -1719,6 +1719,7 @@ layout.operator(mesh.shape_propagate_to_all) layout.operator(mesh.select_vertex_path) layout.operator(mesh.sort_elements) +layout.operator(mesh.symmetrize) class VIEW3D_MT_edit_mesh_select_mode(Menu): Modified: trunk/blender/source/blender/bmesh/CMakeLists.txt === --- trunk/blender/source/blender/bmesh/CMakeLists.txt 2012-10-15 23:17:24 UTC (rev 51355) +++ trunk/blender/source/blender/bmesh/CMakeLists.txt 2012-10-15 23:50:09 UTC (rev 51356) @@ -52,6 +52,7 @@ operators/bmo_mirror.c operators/bmo_primitive.c operators/bmo_removedoubles.c + operators/bmo_symmetrize.c operators/bmo_subdivide.c operators/bmo_subdivide.h operators/bmo_triangulate.c Modified: trunk/blender/source/blender/bmesh/intern/bmesh_opdefines.c === --- trunk/blender/source/blender/bmesh/intern/bmesh_opdefines.c 2012-10-15 23:17:24 UTC (rev 51355) +++ trunk/blender/source/blender/bmesh/intern/bmesh_opdefines.c 2012-10-15 23:50:09 UTC (rev 51356) @@ -1182,6 +1182,29 @@ 0 }; +/* + * Symmetrize + * + * Mekes the mesh elements in the input slot symmetrical. Unlike + * normal mirroring, it only copies in one direction, as specified by + * the direction slot. The edges and faces that cross the plane of + * symmetry are split as needed to enforce symmetry. + * + * All new vertices, edges, and faces are added to the geomout slot. + */ +static BMOpDefine bmo_symmetrize_def = { + symmetrize, + {{BMO_OP_SLOT_ELEMENT_BUF, input}, +{BMO_OP_SLOT_INT, direction}, + +/* Outputs */ +{BMO_OP_SLOT_ELEMENT_BUF, geomout}, + +{0} /* null-terminating sentinel */}, + bmo_symmetrize_exec, + 0 +}; + BMOpDefine *opdefines[] = { bmo_automerge_def, bmo_average_vert_facedata_def, @@ -1246,6 +1269,7 @@ bmo_split_def, bmo_split_edges_def, bmo_subdivide_edges_def, + bmo_symmetrize_def, bmo_transform_def, bmo_translate_def, bmo_triangle_fill_def, Modified: trunk/blender/source/blender/bmesh/intern/bmesh_operator_api.h === --- trunk/blender/source/blender/bmesh/intern/bmesh_operator_api.h
Re: [Bf-committers] Autokey and 3D viewport outline
Can you provide a pic? cheers Daniel Salazar patazstudio.com On Mon, Oct 15, 2012 at 9:21 PM, Nicholas Rishel rishel.n...@gmail.com wrote: Feedback on this UI tweak to communicate that autokey is enabled would be appreciated: http://www.graphicall.org/1009 On Sun, Oct 14, 2012 at 10:44 PM, Nathan Vegdahl ces...@cessen.com wrote: Fair enough. I only ever use autokey with only key available enabled, so unless something already has animation on it, it doesn't insert keys. I find it preferable, because even in scenes that I am animating, there are often objects that shouldn't be animated but still may need to be adjusted (especially in layout phase). I forget that a lot of people don't work with that option enabled, though. For me, personally, I would love for these settings to not be carried with blend files. But I can see that's pretty specific to the settings I use. --Nathan On Sun, Oct 14, 2012 at 5:24 AM, Bol Bib bolle...@hotmail.com wrote: I hope I'm forgiven for adding my 2 cents in a mainly developper centric mailing list. as an animator I will tell you that is a bad idea. for 2 reasons 1)The default preferences file is at the moment not versatile enough to tinker with User preferences on this level (not unless the GSOC concerning user preferences by vino gets included in trunk) plus it would not be apparent that this saves with the preferences as it is an ACTION not a preference (imo) 2) if I were to have a default of autokey on in my settings then that means that even when I'm modeling,texture painting or other stuff before I even get near animating ,I will have to close the autokey every time I open a blend. (If I understand you well enough,I might be mistaken) This seems counterproductive even if it's a wellmeaning idea. Autokey should only be activated when you are in animating stage,and that means imo it should be a blend preference,not a default in User preferences. A decent way of communicating/displaying that autokey is on should be good enough...whatever way the blender devs agree uponIMO pardon my intrusion ^^ Message: 10 Date: Sun, 14 Oct 2012 00:40:33 -0700 From: Nathan Vegdahl ces...@cessen.com Subject: Re: [Bf-committers] Autokey and 3D viewport outline To: bf-blender developers bf-committers@blender.org Message-ID: cae91w2vuiohe8gbsd8nnrbkjdrdvskxlamf+zyhq4hrce6p...@mail.gmail.com Content-Type: text/plain; charset=ISO-8859-1 I would be very opposed to disabling auto-key on load I think you may have misunderstood me. I am not suggesting that autokey be disabled every time you load Blender or a new file. I'm suggesting that autokey and related settings should be a setting that does not get carried around by blend files. So, for example, an animator that uses autokey would turn it on and save it as part of their default settings. Then it would always be on for them, even if they open someone else's file. Similarly, an animator (or other user) that does not use autokey would turn it off, and save _that_ as part of their default settings. Then it would always be off for them, even if they open someone else's file. In short, I think that autokey and related settings may be a poor thing for normal blend files to carry around. Some (most?) settings are great for blend files to carry around. But I'm thinking autokey may not be one of them. --Nathan On Fri, Oct 12, 2012 at 9:31 PM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: I would be very opposed to disabling auto-key on load, in the past it was like that and resulted in lost work for animators all the time. If an animator is activly working on a shot he should not have to remember to activate autokey every time he/she goes for a coffee break or switches files. I think the way it is current is getting quite close to what it should be. Maybe a bit of a stronger hint wont hurt but it's certainly more flashy than a static icon on the timeline Daniel Salazar patazstudio.com On Fri, Oct 12, 2012 at 10:20 PM, Nathan Vegdahl ces...@cessen.com wrote: Maybe we should take an entirely different approach to this. What if we just make auto-key settings not loaded from blend files by default? That way people keep the auto-key prefs they're used to. It doesn't seem like this is the kind of setting that makes sense to carry along with blend files anyway. It's very specific to people's own workflows. Then there is no need for an indicator in the first place. --Nathan On Fri, Oct 12, 2012 at 9:17 PM, Nathan Vegdahl ces...@cessen.com wrote: It's fine to have an indicator that autokey is on, it just doesn't need to look as if something bad is happening. Just keep in mind that the original motivation of all of this was that the auto-key toggle
Re: [Bf-committers] Autokey and 3D viewport outline
It depends on your workflow. We are switching blend files all the time. Example: animator works on animation file, needs a new prop so opens the props file and adds a quick low poly version, links it back into animation file. By doing this, autokey animation has possibly been created on the prop file. There are other similar situations It is true that autokey status needs to be *immediately apparent* by whoever opens the file, however it should be saved on blend file Daniel Salazar patazstudio.com On Sun, Oct 14, 2012 at 1:40 AM, Nathan Vegdahl ces...@cessen.com wrote: I would be very opposed to disabling auto-key on load I think you may have misunderstood me. I am not suggesting that autokey be disabled every time you load Blender or a new file. I'm suggesting that autokey and related settings should be a setting that does not get carried around by blend files. So, for example, an animator that uses autokey would turn it on and save it as part of their default settings. Then it would always be on for them, even if they open someone else's file. Similarly, an animator (or other user) that does not use autokey would turn it off, and save _that_ as part of their default settings. Then it would always be off for them, even if they open someone else's file. In short, I think that autokey and related settings may be a poor thing for normal blend files to carry around. Some (most?) settings are great for blend files to carry around. But I'm thinking autokey may not be one of them. --Nathan On Fri, Oct 12, 2012 at 9:31 PM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: I would be very opposed to disabling auto-key on load, in the past it was like that and resulted in lost work for animators all the time. If an animator is activly working on a shot he should not have to remember to activate autokey every time he/she goes for a coffee break or switches files. I think the way it is current is getting quite close to what it should be. Maybe a bit of a stronger hint wont hurt but it's certainly more flashy than a static icon on the timeline Daniel Salazar patazstudio.com On Fri, Oct 12, 2012 at 10:20 PM, Nathan Vegdahl ces...@cessen.com wrote: Maybe we should take an entirely different approach to this. What if we just make auto-key settings not loaded from blend files by default? That way people keep the auto-key prefs they're used to. It doesn't seem like this is the kind of setting that makes sense to carry along with blend files anyway. It's very specific to people's own workflows. Then there is no need for an indicator in the first place. --Nathan On Fri, Oct 12, 2012 at 9:17 PM, Nathan Vegdahl ces...@cessen.com wrote: It's fine to have an indicator that autokey is on, it just doesn't need to look as if something bad is happening. Just keep in mind that the original motivation of all of this was that the auto-key toggle in the timeline was not visually obvious enough. In general, there is going to be a conflict between the purpose of the feature and people who are annoyed by its non-subtley. We already have a subtle indicator: the auto-key toggle button. The entire point of this is to _not_ be subtle. (And incidentally, now that you mention it, I agree, red should be reserved for errors.) --Nathan On Mon, Oct 8, 2012 at 11:43 PM, Brecht Van Lommel brechtvanlom...@pandora.be wrote: It was made optional now in svn, but I think that does not really address the issue. It's fine to have an indicator that autokey is on, it just doesn't need to look as if something bad is happening. Red should be reserved for errors. There is no need for a warning/error here, just good feedback about what is happening. For example improve the blinking so that it's more like the report message blinking in the info header (which is better visible), show the autokey icon in the 3D view header or next to the object name, color the header a bit yellow, or show a report that X keyframes were inserted after transform is done. I don't know which combination works best but the red border is just too much and the current blinking is not very visible by itself. Brecht. On Mon, Oct 8, 2012 at 3:19 PM, Francesco Siddi francesco.si...@gmail.com wrote: Hello, a new feature has recently been introduced in Blender: when Autokey is turned on and some object/armature transformation is performed, every 3D viewport gets a red outline and a message reminding the user of the fact the a keyframe will be created at the end of the transformation. After talking with other users, it seems clear that this feature should at least be optional, if not off by default. It's quite distracting to work with a flashing outline all the time. Thank you! Francesco ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [51233] trunk/blender/intern/cycles: Cycles: camera motion blur enabled.
Alright cheers! Daniel Salazar patazstudio.com On Sat, Oct 13, 2012 at 7:55 AM, Brecht Van Lommel brechtvanlom...@pandora.be wrote: I'd like to get it working in the viewport, but there's some difficult technical issues to solve. It breaks animation tools when enabled, since it has to go back and forth a frame to find motion vectors, and then all unkeyed changes are lost just like they would be when doing it manually as a user. Brecht. On Fri, Oct 12, 2012 at 12:46 AM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: Very nice speed and result. I wonder if this can eventually be made to work in the viewport, it would be a shame not to cheers! Daniel Salazar patazstudio.com On Tue, Oct 9, 2012 at 12:37 PM, Brecht Van Lommel brechtvanlom...@pandora.be wrote: Revision: 51233 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=51233 Author: blendix Date: 2012-10-09 18:37:14 + (Tue, 09 Oct 2012) Log Message: --- Cycles: camera motion blur enabled. Still more work needed to get object motion blur ready. Modified Paths: -- trunk/blender/intern/cycles/blender/addon/ui.py trunk/blender/intern/cycles/blender/blender_object.cpp trunk/blender/intern/cycles/blender/blender_sync.cpp trunk/blender/intern/cycles/kernel/kernel_bvh.h trunk/blender/intern/cycles/kernel/kernel_camera.h trunk/blender/intern/cycles/kernel/kernel_object.h trunk/blender/intern/cycles/kernel/kernel_path.h trunk/blender/intern/cycles/kernel/kernel_shader.h trunk/blender/intern/cycles/kernel/kernel_types.h trunk/blender/intern/cycles/render/camera.cpp trunk/blender/intern/cycles/render/mesh.cpp trunk/blender/intern/cycles/render/object.cpp Modified: trunk/blender/intern/cycles/blender/addon/ui.py === --- trunk/blender/intern/cycles/blender/addon/ui.py 2012-10-09 18:20:56 UTC (rev 51232) +++ trunk/blender/intern/cycles/blender/addon/ui.py 2012-10-09 18:37:14 UTC (rev 51233) @@ -131,13 +131,9 @@ class CyclesRender_PT_motion_blur(CyclesButtonsPanel, Panel): -bl_label = Motion Blur +bl_label = Camera Motion Blur bl_options = {'DEFAULT_CLOSED'} -@classmethod -def poll(cls, context): -return False - def draw_header(self, context): rd = context.scene.render Modified: trunk/blender/intern/cycles/blender/blender_object.cpp === --- trunk/blender/intern/cycles/blender/blender_object.cpp 2012-10-09 18:20:56 UTC (rev 51232) +++ trunk/blender/intern/cycles/blender/blender_object.cpp 2012-10-09 18:37:14 UTC (rev 51233) @@ -17,6 +17,7 @@ */ #include camera.h +#include integrator.h #include graph.h #include light.h #include mesh.h @@ -227,7 +228,9 @@ object-use_motion = true; } - sync_mesh_motion(b_ob, object-mesh, motion); + /* mesh deformation blur not supported yet */ + if(!scene-integrator-motion_blur) + sync_mesh_motion(b_ob, object-mesh, motion); } return; Modified: trunk/blender/intern/cycles/blender/blender_sync.cpp === --- trunk/blender/intern/cycles/blender/blender_sync.cpp2012-10-09 18:20:56 UTC (rev 51232) +++ trunk/blender/intern/cycles/blender/blender_sync.cpp2012-10-09 18:37:14 UTC (rev 51233) @@ -149,6 +149,9 @@ void BlenderSync::sync_integrator() { +#ifdef __CAMERA_MOTION__ + BL::RenderSettings r = b_scene.render(); +#endif PointerRNA cscene = RNA_pointer_get(b_scene.ptr, cycles); experimental = (RNA_enum_get(cscene, feature_set) != 0); @@ -175,7 +178,7 @@ integrator-layer_flag = render_layer.layer; integrator-sample_clamp = get_float(cscene, sample_clamp); -#ifdef __MOTION__ +#ifdef __CAMERA_MOTION__ integrator-motion_blur = (!preview r.use_motion_blur()); #endif Modified: trunk/blender/intern/cycles/kernel/kernel_bvh.h === --- trunk/blender/intern/cycles/kernel/kernel_bvh.h 2012-10-09 18:20:56 UTC (rev 51232) +++ trunk/blender/intern/cycles/kernel/kernel_bvh.h 2012-10-09 18:37:14 UTC (rev 51233) @@ -349,7 +349,7 @@ #ifdef __INTERSECTION_REFINE__ if(isect-object != ~0) { -#ifdef __MOTION__ +#ifdef __OBJECT_MOTION__ Transform tfm = sd-ob_itfm; #else Transform tfm = object_fetch_transform(kg, isect-object, ray-time, OBJECT_INVERSE_TRANSFORM); @@ -370,7 +370,7 @@ P = P + D*rt; if(isect-object != ~0) { -#ifdef __MOTION__ +#ifdef __OBJECT_MOTION__
Re: [Bf-committers] Autokey and 3D viewport outline
Think it's fine how it is right now :) Daniel Salazar patazstudio.com On Sat, Oct 13, 2012 at 10:25 AM, Guillermo Espertino (Gez) gespert...@gmail.com wrote: El 13/10/12 13:17, Guillermo Espertino (Gez) escribió: What about a color outline (red/orange) around the 3d view? It would be very noticeable without being distracting. Gez I mean, the proposed solution IS NOT distracting and it would be visible ONLY when users activate it. And that has a plus: Autokey effects can be very bad if you don't want autokey, so it's better to have an obvious visual hint that it's active to avoid fuckups So what's wrong with the outline? ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Autokey and 3D viewport outline
I would be very opposed to disabling auto-key on load, in the past it was like that and resulted in lost work for animators all the time. If an animator is activly working on a shot he should not have to remember to activate autokey every time he/she goes for a coffee break or switches files. I think the way it is current is getting quite close to what it should be. Maybe a bit of a stronger hint wont hurt but it's certainly more flashy than a static icon on the timeline Daniel Salazar patazstudio.com On Fri, Oct 12, 2012 at 10:20 PM, Nathan Vegdahl ces...@cessen.com wrote: Maybe we should take an entirely different approach to this. What if we just make auto-key settings not loaded from blend files by default? That way people keep the auto-key prefs they're used to. It doesn't seem like this is the kind of setting that makes sense to carry along with blend files anyway. It's very specific to people's own workflows. Then there is no need for an indicator in the first place. --Nathan On Fri, Oct 12, 2012 at 9:17 PM, Nathan Vegdahl ces...@cessen.com wrote: It's fine to have an indicator that autokey is on, it just doesn't need to look as if something bad is happening. Just keep in mind that the original motivation of all of this was that the auto-key toggle in the timeline was not visually obvious enough. In general, there is going to be a conflict between the purpose of the feature and people who are annoyed by its non-subtley. We already have a subtle indicator: the auto-key toggle button. The entire point of this is to _not_ be subtle. (And incidentally, now that you mention it, I agree, red should be reserved for errors.) --Nathan On Mon, Oct 8, 2012 at 11:43 PM, Brecht Van Lommel brechtvanlom...@pandora.be wrote: It was made optional now in svn, but I think that does not really address the issue. It's fine to have an indicator that autokey is on, it just doesn't need to look as if something bad is happening. Red should be reserved for errors. There is no need for a warning/error here, just good feedback about what is happening. For example improve the blinking so that it's more like the report message blinking in the info header (which is better visible), show the autokey icon in the 3D view header or next to the object name, color the header a bit yellow, or show a report that X keyframes were inserted after transform is done. I don't know which combination works best but the red border is just too much and the current blinking is not very visible by itself. Brecht. On Mon, Oct 8, 2012 at 3:19 PM, Francesco Siddi francesco.si...@gmail.com wrote: Hello, a new feature has recently been introduced in Blender: when Autokey is turned on and some object/armature transformation is performed, every 3D viewport gets a red outline and a message reminding the user of the fact the a keyframe will be created at the end of the transformation. After talking with other users, it seems clear that this feature should at least be optional, if not off by default. It's quite distracting to work with a flashing outline all the time. Thank you! Francesco ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [51233] trunk/blender/intern/cycles: Cycles: camera motion blur enabled.
Very nice speed and result. I wonder if this can eventually be made to work in the viewport, it would be a shame not to cheers! Daniel Salazar patazstudio.com On Tue, Oct 9, 2012 at 12:37 PM, Brecht Van Lommel brechtvanlom...@pandora.be wrote: Revision: 51233 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=51233 Author: blendix Date: 2012-10-09 18:37:14 + (Tue, 09 Oct 2012) Log Message: --- Cycles: camera motion blur enabled. Still more work needed to get object motion blur ready. Modified Paths: -- trunk/blender/intern/cycles/blender/addon/ui.py trunk/blender/intern/cycles/blender/blender_object.cpp trunk/blender/intern/cycles/blender/blender_sync.cpp trunk/blender/intern/cycles/kernel/kernel_bvh.h trunk/blender/intern/cycles/kernel/kernel_camera.h trunk/blender/intern/cycles/kernel/kernel_object.h trunk/blender/intern/cycles/kernel/kernel_path.h trunk/blender/intern/cycles/kernel/kernel_shader.h trunk/blender/intern/cycles/kernel/kernel_types.h trunk/blender/intern/cycles/render/camera.cpp trunk/blender/intern/cycles/render/mesh.cpp trunk/blender/intern/cycles/render/object.cpp Modified: trunk/blender/intern/cycles/blender/addon/ui.py === --- trunk/blender/intern/cycles/blender/addon/ui.py 2012-10-09 18:20:56 UTC (rev 51232) +++ trunk/blender/intern/cycles/blender/addon/ui.py 2012-10-09 18:37:14 UTC (rev 51233) @@ -131,13 +131,9 @@ class CyclesRender_PT_motion_blur(CyclesButtonsPanel, Panel): -bl_label = Motion Blur +bl_label = Camera Motion Blur bl_options = {'DEFAULT_CLOSED'} -@classmethod -def poll(cls, context): -return False - def draw_header(self, context): rd = context.scene.render Modified: trunk/blender/intern/cycles/blender/blender_object.cpp === --- trunk/blender/intern/cycles/blender/blender_object.cpp 2012-10-09 18:20:56 UTC (rev 51232) +++ trunk/blender/intern/cycles/blender/blender_object.cpp 2012-10-09 18:37:14 UTC (rev 51233) @@ -17,6 +17,7 @@ */ #include camera.h +#include integrator.h #include graph.h #include light.h #include mesh.h @@ -227,7 +228,9 @@ object-use_motion = true; } - sync_mesh_motion(b_ob, object-mesh, motion); + /* mesh deformation blur not supported yet */ + if(!scene-integrator-motion_blur) + sync_mesh_motion(b_ob, object-mesh, motion); } return; Modified: trunk/blender/intern/cycles/blender/blender_sync.cpp === --- trunk/blender/intern/cycles/blender/blender_sync.cpp2012-10-09 18:20:56 UTC (rev 51232) +++ trunk/blender/intern/cycles/blender/blender_sync.cpp2012-10-09 18:37:14 UTC (rev 51233) @@ -149,6 +149,9 @@ void BlenderSync::sync_integrator() { +#ifdef __CAMERA_MOTION__ + BL::RenderSettings r = b_scene.render(); +#endif PointerRNA cscene = RNA_pointer_get(b_scene.ptr, cycles); experimental = (RNA_enum_get(cscene, feature_set) != 0); @@ -175,7 +178,7 @@ integrator-layer_flag = render_layer.layer; integrator-sample_clamp = get_float(cscene, sample_clamp); -#ifdef __MOTION__ +#ifdef __CAMERA_MOTION__ integrator-motion_blur = (!preview r.use_motion_blur()); #endif Modified: trunk/blender/intern/cycles/kernel/kernel_bvh.h === --- trunk/blender/intern/cycles/kernel/kernel_bvh.h 2012-10-09 18:20:56 UTC (rev 51232) +++ trunk/blender/intern/cycles/kernel/kernel_bvh.h 2012-10-09 18:37:14 UTC (rev 51233) @@ -349,7 +349,7 @@ #ifdef __INTERSECTION_REFINE__ if(isect-object != ~0) { -#ifdef __MOTION__ +#ifdef __OBJECT_MOTION__ Transform tfm = sd-ob_itfm; #else Transform tfm = object_fetch_transform(kg, isect-object, ray-time, OBJECT_INVERSE_TRANSFORM); @@ -370,7 +370,7 @@ P = P + D*rt; if(isect-object != ~0) { -#ifdef __MOTION__ +#ifdef __OBJECT_MOTION__ Transform tfm = sd-ob_tfm; #else Transform tfm = object_fetch_transform(kg, isect-object, ray-time, OBJECT_TRANSFORM); Modified: trunk/blender/intern/cycles/kernel/kernel_camera.h === --- trunk/blender/intern/cycles/kernel/kernel_camera.h 2012-10-09 18:20:56 UTC (rev 51232) +++ trunk/blender/intern/cycles/kernel/kernel_camera.h 2012-10-09 18:37:14 UTC (rev 51233) @@ -63,7 +63,7 @@ /* transform ray from camera to world */
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [51088] trunk/blender/intern/cycles/render /nodes.cpp: Fix generated texture coordinate issue after from dupli option was added.
This commit breaks all image textures from here to latest commit Daniel Salazar patazstudio.com On Fri, Oct 5, 2012 at 8:54 AM, Brecht Van Lommel brechtvanlom...@pandora.be wrote: Revision: 51088 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=51088 Author: blendix Date: 2012-10-05 14:54:32 + (Fri, 05 Oct 2012) Log Message: --- Fix generated texture coordinate issue after from dupli option was added. Modified Paths: -- trunk/blender/intern/cycles/render/nodes.cpp Modified: trunk/blender/intern/cycles/render/nodes.cpp === --- trunk/blender/intern/cycles/render/nodes.cpp2012-10-05 14:51:35 UTC (rev 51087) +++ trunk/blender/intern/cycles/render/nodes.cpp2012-10-05 14:54:32 UTC (rev 51088) @@ -1644,6 +1644,8 @@ add_output(Camera, SHADER_SOCKET_POINT); add_output(Window, SHADER_SOCKET_POINT); add_output(Reflection, SHADER_SOCKET_NORMAL); + + from_dupli = false; } void TextureCoordinateNode::attributes(AttributeRequestSet *attributes) ___ Bf-blender-cvs mailing list bf-blender-...@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Mesh Cache Modifier Patch
Does this modifier flushes the memory of all non current frames? If so, as long as it's a simple modifier stripped from all the highly specific functionality i saw on the past versions I think it can't hurt to have it while we wait for an awesome alembic workflow Right now it's not the time to ask for new features but I hope we can get this after release. good luck with your new project Daniel Salazar patazstudio.com On Thu, Sep 27, 2012 at 6:54 AM, Eugenio Pignataro i...@oscurart.com.ar wrote: Hey guys. After doing Got Milk, we are about to begin a new commercial, in this case Cif (another magic story). This is a very complicated project, with a lot of characters, a lot of animation and we don't have much time to do it. That's why we need a good alternative pipeline to help us saving work time. About the workflow, I've been thinking options to avoid using rigs in the render scene and the use of mesh cache with baked shape-keys. The problems with the rigs is the amount of calculations needed before doing the render and that they are volatile. The problem with the baked shape-keys is the weight they have in the scenes, plus the difficult process to load them. We are testing the Ivo Grigull modifier, maintained by Harrison Yu : MESH CACHE, that basically loads the .mdd from external files, giving us an incredible scrubbing speed and an unbeatable stability. Besides this, it is very useful for updating the animations, because the animators export the pointClouds and this automatically load in the program. Also, this pointCloud information can be send from other platforms, even though this is not our case. We believe this modifier is very important for this kind of productions, and we would really need you to consider the implementation of it as a tool inside the trunk, as it will really help us for our future projects. In this mail I attached the patch for the release 50896 (This contains other functions). pasteall http://www.pasteall.org/35631 You can test the compile version downloading the following link: http://graphicall.org/997 YouTube Video Demo (30 secs): http://www.youtube.com/watch?v=Z7WntOKuryIfeature=youtu.be You can see the detail report from Got Milk project in this link: https://dl.dropbox.com/u/14261604/Giot_Milk_Reporte_01.doc The programmers contact: Ivo Grigull i...@ivogrigull.com mailto:i...@ivogrigull.com Harrison Yu harri...@gmail.com mailto:harri...@gmail.com - Spanish: Hola amigos. Estamos por comenzar un nuevo comercial, después de GotMilk?, en este caso para Cif (otra historia magica). Es un proyecto realmente complicado, con muchos personajes, muchisima animación, poco tiempo, y por ende necesita un diseño de producción que ahorre muchos pasos de trabajo. En el diseño del workflow estoy viendo que opciones tengo para escapar al uso de rigs en la escena de render, y a usar mesh cache con shapes bakeados. El problema de los rigs es la volatibilidad y la cantidad de calculos que deben hacerse antes de comenzar el render, y el problema de las mallas bakeadas es el grandisimo peso de las escenas, sumado al dificil proceso de cargado. Estamos probando el modificador de Ivo Grigull, mantenido por Harrison Yu, MESH CACHE, que basicamente carga los .mdd como archivos externos, brindando una velocidad increible de scrubbing, y una estabilidad inmejorable. Además de esto es muy util para actualizar animaciones, ya que los animadores exportan los pointClouds y esto se carga automaticamente. Como dato extra, estos formatos pueden ser enviados desde otras plataformas, aunque no es nuestro caso. Creemos que esto es muy importante en este tipo de producciones, y necesitariamos muchisimo si pueden considerar de implementar este modificador como una herramienta dentro del tronco, sería de muchisima ayuda para proyectos futuros. En este mail incluyo el patch para el release 50896 (este patch tiene otras herramientas, pero no tengo el conocimiento para separarlas). Pueden probar la versión compilada bajando del siquiente link: http://graphicall.org/997 YouTube Video Demo (30 secs): http://www.youtube.com/watch?v=Z7WntOKuryIfeature=youtu.be El informe detallado del proyecto GotMilk? lo pueden ver en: https://dl.dropbox.com/u/14261604/Giot_Milk_Reporte_01.doc Los contactos de los programadores: Ivo Grigull i...@ivogrigull.com Harrison Yu harri...@gmail.com Muchisimas gracias. -- Untitled Document Eugenio Pignataro Drawing Digital Art. --- Sitio: www.oscurart.com.ar Email: i...@oscurart.com.ar Móvil: 15-5177-4936 International Phone Calls Mobile: (54.911) 5177-4936 ___ Bf-committers mailing list Bf-committers@blender.org
[Bf-committers] M-Def Binding Accelerator
Hi, there has been a patch for dramatically accelerating MDef binding using BVH for around a year and a half. You can see the code review here http://codereview.appspot.com/4529048/ And this is the updated patch for r50858 (thanks dfelinto) http://www.pasteall.org/35522/diff There where some concerns about precision so I proposed to do some tests. Here's a comparison between the deformation result of a character binded with trunk vs patched build Active object is binded with the patch and orange (selected) object is binded with plain trunk http://www.3developer.com/tmp/mdef.png I have highlighted the areas that showed some deviation from trunk. This mesh is highly distorted by the mdef and moved many meters away from the original position. The strongest deviations are of about 0.002m The binding times are 0:14s vs 1:32s, that's a speedup of 650% On the practical side I have been using this patch since it first appeared to bind many complex characters and I've got no problems with it Could we get it in for 2.65? Cheers! Daniel Salazar patazstudio.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Cursor snaps to objects
Wow! Talk about hidden feature :D It's quite cool, but i think it shouldn't be located in the preferences but in the N panel instead with a simple name like Stick to Surface http://www.3developer.com/tmp/snapsurface.png cheers Daniel Salazar patazstudio.com On Thu, Sep 20, 2012 at 8:27 PM, Campbell Barton ideasma...@gmail.com wrote: Yep, it used to be included (hidden) in the Auto-Depth option, but Andy wanted to use cursor depth without other auto-depth navigation - so it was split out. On Fri, Sep 21, 2012 at 11:44 AM, Jonathan Williamson jonat...@cgcookie.com wrote: Oh, good call Luke. I was not aware of that and has mistakenly enabled it. Thanks! Is that an addition to 2.64? I hadn't ever seen it. -- Jonathan Williamson Education Manager and Instructor CG Cookie, Inc http://cgcookie.com On Thursday, September 20, 2012 at 8:42 PM, Luke Frisken wrote: Does this still occur with the cursor depth option turned off? On Fri, Sep 21, 2012 at 11:32 AM, Jonathan Williamson jonat...@cgcookie.com (mailto:jonat...@cgcookie.com) wrote: Hey everyone, At what point did the 3D Cursor get changed to snap to any object underneath it when placing it with the LMB? What was the rational behind this? In my experience this is already causing a lot of problems when wanting to set the cursor for a specific purpose. This is particularly problematic when using Empties with Images as references or background images, as anytime you place the cursor it snaps to the position of the empty. Any thoughts on this? -- Jonathan Williamson Education Manager and Instructor CG Cookie, Inc http://cgcookie.com ___ Bf-committers mailing list Bf-committers@blender.org (mailto:Bf-committers@blender.org) http://lists.blender.org/mailman/listinfo/bf-committers -- From Luke ___ Bf-committers mailing list Bf-committers@blender.org (mailto:Bf-committers@blender.org) http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Got Milk - Project Rendered with Cycles report.
Point cache modifier using simple mdd/pc2 data was a great idea a few years back, I would have loved to have it, now i think we should focus on a kick ass Alembic pipeline. About the presets for rendering, I also fiund this in need to be improved. I would love to have separate settings for image formats than for video formats and why not, ogl previews too great work Eugenio Daniel Salazar patazstudio.com On Tue, Sep 11, 2012 at 12:03 PM, Dalai Felinto dfeli...@gmail.com wrote: Very nice project, and interesting report. Could you elaborate a bit more in the PREVIEW OUTPUT PATH part of it? If I understood correctly you would like to have a unique set of settings for when rendering out OpenGL previews? Can you mockup your idea? A solution may be to have a 'preset' system for the rendering instead of expanding the current one. Also, as far as the MeshCache modifier goes, what you need/want is to have it merged into trunk? Thanks, Dalai blendernetwork.org/member/dalai-felinto 2012/9/11 Eugenio Pignataro i...@oscurart.com.ar: Hi folks, This is a detailed document about our last proyect Got Milk In this document are mentioned some issues that we found, advantages and needs. The files are uploaded to drop box, in order to you to see: DOC: https://dl.dropbox.com/u/14261604/Giot_Milk_Reporte_01.doc FINISHED WORK: https://dl.dropbox.com/u/14261604/GOT_MILK_HORA_D_DORMIR_baja.mov Greetings! -- -- Untitled Document Eugenio Pignataro Drawing Digital Art. --- Sitio: www.oscurart.com.ar Email: i...@oscurart.com.ar Móvil: 15-5177-4936 International Phone Calls Mobile: (54.911) 5177-4936 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] CUDA not compiling after tomato branch merge
Still? This got fixed for me since this morning, maybe svn up! cheers Daniel Salazar patazstudio.com On Thu, Sep 6, 2012 at 9:58 PM, PabloVazquez.org venom...@gmail.com wrote: Same here. Log: http://www.pasteall.org/35011 System: Ubuntu 12.04 64bit, NVIDIA GeForce GTX 460M (driver 295.40) Thanks! -- Pablo Vazquez CG Artist - Blender Foundation Certified Trainer Twitter: http://twitter.com/venomgfx E-Mail: cont...@pablovazquez.org Website: http://www.pablovazquez.org On Fri, Sep 7, 2012 at 12:34 AM, James Wrigley jwrigle...@gmail.com wrote: Hi everyone, After the tomato branch merge CUDA isn't compiling for me. I've pasted the build errors here: http://www.pasteall.org/35010/text. If I disable CUDA then everything works as normal. I'm compiling using cmake on Fedora 17 64bit, and my GPU is a GeForce 8400M GS. Any help is appreciated :) Thanks, JamesNZ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] CUDA not compiling after tomato branch merge
Dammit! Daniel Salazar patazstudio.com On Thu, Sep 6, 2012 at 10:54 PM, PabloVazquez.org venom...@gmail.com wrote: Yep, I'm a mad svnup-per but still happens to me. Even after make clean, re-configuring cmake, and all that. /me disables compiling CUDA binaries for now On Fri, Sep 7, 2012 at 1:24 AM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: Still? This got fixed for me since this morning, maybe svn up! cheers Daniel Salazar patazstudio.com On Thu, Sep 6, 2012 at 9:58 PM, PabloVazquez.org venom...@gmail.com wrote: Same here. Log: http://www.pasteall.org/35011 System: Ubuntu 12.04 64bit, NVIDIA GeForce GTX 460M (driver 295.40) Thanks! -- Pablo Vazquez CG Artist - Blender Foundation Certified Trainer Twitter: http://twitter.com/venomgfx E-Mail: cont...@pablovazquez.org Website: http://www.pablovazquez.org On Fri, Sep 7, 2012 at 12:34 AM, James Wrigley jwrigle...@gmail.com wrote: Hi everyone, After the tomato branch merge CUDA isn't compiling for me. I've pasted the build errors here: http://www.pasteall.org/35010/text. If I disable CUDA then everything works as normal. I'm compiling using cmake on Fedora 17 64bit, and my GPU is a GeForce 8400M GS. Any help is appreciated :) Thanks, JamesNZ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Node editor transform bug
Hi, I opened this bug a few days ago, the behavior goes against blender's standard in ALL other editors and against the user preference that exists to tweak exactly this behavior http://projects.blender.org/tracker/?func=detailatid=498aid=32117group_id=9 However it was closed because we need to close bug reports! any ideas? Daniel Salazar patazstudio.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Please close old To Do
Done. Old ToDos... ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [48715] trunk/blender/source: style cleanup
Getting this error after this commit (i think.. dingto don't kill me) [ 36%] Building C object source/blender/modifiers/CMakeFiles/bf_modifiers.dir/intern/MOD_boolean_util.c.o /home/zanqdo/Storage/Blender/trunk/source/source/blender/modifiers/intern/MOD_boolean_util.c: In function ‘AddNewBlenderMesh’: /home/zanqdo/Storage/Blender/trunk/source/source/blender/modifiers/intern/MOD_boolean_util.c:300:38: error: expected expression before ‘.’ token make[2]: *** [source/blender/modifiers/CMakeFiles/bf_modifiers.dir/intern/MOD_boolean_util.c.o] Error 1 make[1]: *** [source/blender/modifiers/CMakeFiles/bf_modifiers.dir/all] Error 2 make: *** [all] Error 2 Daniel Salazar patazstudio.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [48715] trunk/blender/source: style cleanup
and now it builds :) Daniel Salazar patazstudio.com On Sat, Jul 7, 2012 at 5:37 PM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: Getting this error after this commit (i think.. dingto don't kill me) [ 36%] Building C object source/blender/modifiers/CMakeFiles/bf_modifiers.dir/intern/MOD_boolean_util.c.o /home/zanqdo/Storage/Blender/trunk/source/source/blender/modifiers/intern/MOD_boolean_util.c: In function ‘AddNewBlenderMesh’: /home/zanqdo/Storage/Blender/trunk/source/source/blender/modifiers/intern/MOD_boolean_util.c:300:38: error: expected expression before ‘.’ token make[2]: *** [source/blender/modifiers/CMakeFiles/bf_modifiers.dir/intern/MOD_boolean_util.c.o] Error 1 make[1]: *** [source/blender/modifiers/CMakeFiles/bf_modifiers.dir/all] Error 2 make: *** [all] Error 2 Daniel Salazar patazstudio.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [48517] trunk/blender/source/blender/ blenkernel/intern/depsgraph.c: Ack! Missed some compiler warnings
Probably same crash as mine, haven't had time to do a debug build Daniel Salazar patazstudio.com On Thu, Jul 5, 2012 at 11:46 AM, Dalai Felinto dfeli...@gmail.com wrote: Hi, I'm getting a crash with old files after this commit: Program received signal EXC_BAD_ACCESS, Could not access memory. Reason: KERN_PROTECTION_FAILURE at address: 0x7fff5f38 0x0001009441b5 in dag_add_material_driver_relations (dag=0x10bb044b8, node=0x10bb03148, ma=0x11386b3e8) at depsgraph.c:389 389 dag_add_material_nodetree_driver_relations(dag, node, ma-nodetree); I tried to get a backtrace but all I get is : #0 0x0001009441b5 in dag_add_material_driver_relations (dag=0x10bb044b8, node=0x10bb03148, ma=0x11386b3e8) at depsgraph.c:389 #1 0x0001009440d3 in dag_add_material_nodetree_driver_relations (dag=0x10bb044b8, node=0x10bb03148, ntree=0x11386bc78) at depsgraph.c:367 repeated ad eternum (I had to stop gdb manually) Thanks, Dalai 2012/7/2 Joshua Leung aligor...@gmail.com Revision: 48517 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=48517 Author: aligorith Date: 2012-07-03 05:36:36 + (Tue, 03 Jul 2012) Log Message: --- Ack! Missed some compiler warnings Modified Paths: -- trunk/blender/source/blender/blenkernel/intern/depsgraph.c Modified: trunk/blender/source/blender/blenkernel/intern/depsgraph.c === --- trunk/blender/source/blender/blenkernel/intern/depsgraph.c 2012-07-03 05:30:19 UTC (rev 48516) +++ trunk/blender/source/blender/blenkernel/intern/depsgraph.c 2012-07-03 05:36:36 UTC (rev 48517) @@ -66,6 +66,7 @@ #include BKE_library.h #include BKE_main.h #include BKE_node.h +#include BKE_material.h #include BKE_mball.h #include BKE_modifier.h #include BKE_object.h @@ -311,7 +312,7 @@ for (fcu = adt-drivers.first; fcu; fcu = fcu-next) { ChannelDriver *driver = fcu-driver; DriverVar *dvar; - int isdata_fcu = isdata || (fcu-rna_path strstr(fcu-rna_path, modifiers[)); + int isdata_fcu = (isdata) || (fcu-rna_path strstr(fcu-rna_path, modifiers[)); /* loop over variables to get the target relationships */ for (dvar = driver-variables.first; dvar; dvar = dvar-next) { @@ -348,25 +349,8 @@ } /* XXX: forward def for material driver handling... */ -static void dag_add_material_nodetree_driver_relations(DagForest *dag, DagNode *node, bNodeTree *ntree); +static void dag_add_material_driver_relations(DagForest *dag, DagNode *node, Material *ma); -/* recursive handling for material drivers */ -static void dag_add_material_driver_relations(DagForest *dag, DagNode *node, Material *ma) -{ - /* material itself */ - if (ma-adt) { - dag_add_driver_relation(ma-adt, dag, node, 1); - } - - /* textures */ - // TODO... - //dag_add_texture_driver_relations(DagForest *dag, DagNode *node, ID *id); - - /* material's nodetree */ - if (ma-nodetree) { - dag_add_material_nodetree_driver_relations(dag, node, ma-nodetree); - } -} /* recursive handling for material nodetree drivers */ static void dag_add_material_nodetree_driver_relations(DagForest *dag, DagNode *node, bNodeTree *ntree) { @@ -388,8 +372,24 @@ } } +/* recursive handling for material drivers */ +static void dag_add_material_driver_relations(DagForest *dag, DagNode *node, Material *ma) +{ + /* material itself */ + if (ma-adt) { + dag_add_driver_relation(ma-adt, dag, node, 1); + } + + /* textures */ + // TODO... + //dag_add_texture_driver_relations(DagForest *dag, DagNode *node, ID *id); + + /* material's nodetree */ + if (ma-nodetree) { + dag_add_material_nodetree_driver_relations(dag, node, ma-nodetree); + } +} - static void dag_add_collision_field_relation(DagForest *dag, Scene *scene, Object *ob, DagNode *node) { Base *base; ___ Bf-blender-cvs mailing list bf-blender-...@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Spelling
Yes, US spelling is the norm Daniel Salazar patazstudio.com On Tue, Jul 3, 2012 at 4:59 PM, Harley Acheson harley.ache...@gmail.comwrote: So we officially use US spelling? I've always wanted to have this confirmed. I've looked for spelling mistakes a few times and I've always just ignored the words like color/colour, gray/grey, etc. Nice to know. Thanks! Harley On Tue, Jul 3, 2012 at 12:43 PM, Bastien Montagne montagn...@wanadoo.fr wrote: ... However, unix’s US dictionaries will show grey and normalise as wrong (as they do right now in my mail agent ;) ), and in Blender we use US english variants. So it’s better to enforce as much as possible US words, e.g. for the sake of our automated spell checking… ... Best regards, Bastien ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [48425] trunk/blender/source: Finally committing support for compressed textures on the GPU (DDS+DXT).
This is awesome, does this help cycles too? Daniel Salazar patazstudio.com On Fri, Jun 29, 2012 at 10:34 PM, Mitchell Stokes moguri...@gmail.comwrote: Revision: 48425 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=48425 Author: moguri Date: 2012-06-30 04:34:34 + (Sat, 30 Jun 2012) Log Message: --- Finally committing support for compressed textures on the GPU (DDS+DXT). This patch started out as a patch by me, then cleaned up by Kupoman during his work on Cucumber. One important thing to keep in mind when using this feature is that you'll need to flip your textures vertically (both the GIMP and Photoshop DDS tools I've seen have support for this on export). This is a quirk in using a texture format originally made for DirectX/DirectDraw, and flipping the compressed data is a real headache. Another quick fix for this issue is to change the Y value for the Size in the Mapping panel in the Texture properties to -1 (default is 1). Modified Paths: -- trunk/blender/source/blender/gpu/CMakeLists.txt trunk/blender/source/blender/gpu/GPU_draw.h trunk/blender/source/blender/gpu/SConscript trunk/blender/source/blender/gpu/intern/gpu_draw.c trunk/blender/source/blender/imbuf/IMB_imbuf_types.h trunk/blender/source/blender/imbuf/intern/allocimbuf.c trunk/blender/source/blender/imbuf/intern/dds/DirectDrawSurface.cpp trunk/blender/source/blender/imbuf/intern/dds/DirectDrawSurface.h trunk/blender/source/blender/imbuf/intern/dds/dds_api.cpp trunk/blender/source/gameengine/Ketsji/BL_Texture.cpp trunk/blender/source/gameengine/Ketsji/BL_Texture.h trunk/blender/source/gameengine/Ketsji/CMakeLists.txt Modified: trunk/blender/source/blender/gpu/CMakeLists.txt === --- trunk/blender/source/blender/gpu/CMakeLists.txt 2012-06-30 04:29:16 UTC (rev 48424) +++ trunk/blender/source/blender/gpu/CMakeLists.txt 2012-06-30 04:34:34 UTC (rev 48425) @@ -71,5 +71,10 @@ add_definitions(-DGLEW_STATIC) +if(WITH_IMAGE_DDS) + add_definitions(-DWITH_DDS) +endif() + + blender_add_lib(bf_gpu ${SRC} ${INC} ${INC_SYS}) Modified: trunk/blender/source/blender/gpu/GPU_draw.h === --- trunk/blender/source/blender/gpu/GPU_draw.h 2012-06-30 04:29:16 UTC (rev 48424) +++ trunk/blender/source/blender/gpu/GPU_draw.h 2012-06-30 04:34:34 UTC (rev 48425) @@ -122,6 +122,9 @@ void GPU_update_images_framechange(void); int GPU_update_image_time(struct Image *ima, double time); int GPU_verify_image(struct Image *ima, struct ImageUser *iuser, int tftile, int compare, int mipmap); +void GPU_create_gl_tex(unsigned int *bind, unsigned int *pix, float *frect, int rectw, int recth, int mipmap, int use_hight_bit_depth, struct Image *ima); +void GPU_create_gl_tex_compressed(unsigned int *bind, unsigned int *pix, int x, int y, int mipmap, struct Image *ima, struct ImBuf *ibuf); +int GPU_upload_dxt_texture(struct ImBuf *ibuf); void GPU_free_image(struct Image *ima); void GPU_free_images(void); void GPU_free_images_anim(void); Modified: trunk/blender/source/blender/gpu/SConscript === --- trunk/blender/source/blender/gpu/SConscript 2012-06-30 04:29:16 UTC (rev 48424) +++ trunk/blender/source/blender/gpu/SConscript 2012-06-30 04:34:34 UTC (rev 48425) @@ -17,4 +17,7 @@ if env['WITH_BF_SMOKE']: defs.append('WITH_SMOKE') +if env['WITH_BF_DDS']: + defs.append('WITH_DDS') + env.BlenderLib ( 'bf_gpu', sources, Split(incs), defines = defs, libtype=['core','player'], priority=[160,110] ) Modified: trunk/blender/source/blender/gpu/intern/gpu_draw.c === --- trunk/blender/source/blender/gpu/intern/gpu_draw.c 2012-06-30 04:29:16 UTC (rev 48424) +++ trunk/blender/source/blender/gpu/intern/gpu_draw.c 2012-06-30 04:34:34 UTC (rev 48425) @@ -427,8 +427,8 @@ ImBuf *ibuf = NULL; unsigned int *bind = NULL; int rectw, recth, tpx=0, tpy=0, y; - unsigned int *tilerect= NULL, *scalerect= NULL, *rect= NULL; - float *ftilerect= NULL, *fscalerect = NULL, *frect = NULL; + unsigned int *tilerect= NULL, *rect= NULL; + float *ftilerect= NULL, *frect = NULL; float *srgb_frect = NULL; short texwindx, texwindy, texwinsx, texwinsy; /* flag to determine whether high resolution format is used */ @@ -611,7 +611,32 @@ rect= tilerect; } } +#ifdef WITH_DDS + if (ibuf-ftype DDS) + GPU_create_gl_tex_compressed(bind, rect, rectw, recth, mipmap, ima, ibuf); + else +#endif + GPU_create_gl_tex(bind, rect, frect, rectw, recth, mipmap, use_high_bit_depth, ima);
Re: [Bf-committers] Build error
That did it! great indeed Daniel Salazar patazstudio.com On Mon, Jun 25, 2012 at 1:15 AM, Sergey Sharybin sergey@gmail.comwrote: Daniel, commited possible fix to svn r48251. Please try again. On Mon, Jun 25, 2012 at 11:46 AM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: Sergey, I screwed up my install so I started installing SuSE from scratch and this time following your exact instructions. Everything you said worked so thank you! The only thing missing is ffmpeg. I wen't ahead and installed libffmpeg-devel as the wiki says, enabled ffmpeg in ccmake and compiled. This is what I got http://www.pasteall.org/33228 any ideas? this is the last thing for a perfect build! cheers Daniel Salazar patazstudio.com On Sun, Jun 24, 2012 at 12:29 PM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: O_o ok thank you I will try tomorrow again from scratch Daniel Salazar patazstudio.com On Sun, Jun 24, 2012 at 2:35 AM, Sergey Sharybin sergey@gmail.com wrote: Once again, you *do not* need using libraries from svn *at all*, it is much easier to compile your own libraries on specific linux distro than trying to use libraries compiled for much older platforms. If you will install packages i've told you, you'll be able to compile oiio without any problems and it'll just work for Blender. I've already described you why you've got this issues: you're using oiio library compiled with openjpeg support, but you've got openjpeg disabled in your blender which means final linking would not take openjpeg into account at all. So, please stop wasting your own time and ours time and just do the following: 1. Get rid of any libraries from our svn -- on newer distros you *do not* need them 2. Make sure you've got installed all packages i've mentioned in previous mail, plus i've just installed openjpeg-devel and blender built with jpeg2k support without any issues. 3. Compile current stable snapshot of oiio -- do not use git snapshot because they could be just broken 4. Remove blender's CMakeCache.txt 5. Re-configure blender pointing to your own oiio library as it was shown in my previous mail. Again, please just follow this instructions without any creative from your side, otherwise i wouldn't be able to help you -- it is just impossible to use precompiled libraries in a way you're trying to use them. On Sun, Jun 24, 2012 at 7:36 AM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: Well i'm trying to build OIIO downloaded from Git. I solved a boost error in OIIO cmake config by pointing it to the svn boost libs and cmake finishes successfully, however compilation still fails! My cmake configuration is: OPENJPEG_INCLUDE_DIR /usr/include OPENJPEG_OPENJPEG_LIBRARY/usr/lib64/libopenjpeg.so and I'm 100% possitive I got: /usr/include/openjpeg.h /usr/lib64/libopenjpeg.so After make I get this: [ 1%] Building CXX object libOpenImageIO/CMakeFiles/OpenImageIO.dir/__/jpeg2000.imageio/jpeg2000input.cpp.o /home/zanqdo/blender/trunk/lib/linux64/oiio/src/jpeg2000.imageio/jpeg2000input.cpp:32:22: fatal error: openjpeg.h: No such file or directory compilation terminated. make[2]: *** [libOpenImageIO/CMakeFiles/OpenImageIO.dir/__/jpeg2000.imageio/jpeg2000input.cpp.o] Error 1 make[1]: *** [libOpenImageIO/CMakeFiles/OpenImageIO.dir/all] Error 2 make: *** [all] Error 2 weird!!! Daniel Salazar patazstudio.com On Sat, Jun 23, 2012 at 5:28 PM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: Thanks a lot Sergey, I already had the libs from packman, I'm downloading a clean source and also deleted my ffmpeg and oiio folders from the svn libs leaving only boost and ocio from svn will report back! Daniel Salazar patazstudio.com On Sat, Jun 23, 2012 at 4:45 PM, Sergey Sharybin sergey@gmail.com wrote: Installed OpenSUSE 12.1 and successfully built recent trunk of Blender there. All i've done is based on existing documentation of building blender for OpenSUSE: http://wiki.blender.org/index.php/Dev:2.5/Doc/Building_Blender/Linux/OpenSUSE/CMake Apparently, there's no FFmpeg in standard OpenSUSE repository, so what is need is to add extra repository: $ sudo zypper addrepo http://packman.jacobs-university.de/suse/12.1/packman Then installed all needed dependencies: $ sudo zypper install subversion gcc gcc-c++ libSDL-devel openal-soft-devel libpng-devel \ libjpeg-devel python3-devel libtiff-devel OpenEXR
Re: [Bf-committers] Build error
O_o ok thank you I will try tomorrow again from scratch Daniel Salazar patazstudio.com On Sun, Jun 24, 2012 at 2:35 AM, Sergey Sharybin sergey@gmail.comwrote: Once again, you *do not* need using libraries from svn *at all*, it is much easier to compile your own libraries on specific linux distro than trying to use libraries compiled for much older platforms. If you will install packages i've told you, you'll be able to compile oiio without any problems and it'll just work for Blender. I've already described you why you've got this issues: you're using oiio library compiled with openjpeg support, but you've got openjpeg disabled in your blender which means final linking would not take openjpeg into account at all. So, please stop wasting your own time and ours time and just do the following: 1. Get rid of any libraries from our svn -- on newer distros you *do not* need them 2. Make sure you've got installed all packages i've mentioned in previous mail, plus i've just installed openjpeg-devel and blender built with jpeg2k support without any issues. 3. Compile current stable snapshot of oiio -- do not use git snapshot because they could be just broken 4. Remove blender's CMakeCache.txt 5. Re-configure blender pointing to your own oiio library as it was shown in my previous mail. Again, please just follow this instructions without any creative from your side, otherwise i wouldn't be able to help you -- it is just impossible to use precompiled libraries in a way you're trying to use them. On Sun, Jun 24, 2012 at 7:36 AM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: Well i'm trying to build OIIO downloaded from Git. I solved a boost error in OIIO cmake config by pointing it to the svn boost libs and cmake finishes successfully, however compilation still fails! My cmake configuration is: OPENJPEG_INCLUDE_DIR /usr/include OPENJPEG_OPENJPEG_LIBRARY/usr/lib64/libopenjpeg.so and I'm 100% possitive I got: /usr/include/openjpeg.h /usr/lib64/libopenjpeg.so After make I get this: [ 1%] Building CXX object libOpenImageIO/CMakeFiles/OpenImageIO.dir/__/jpeg2000.imageio/jpeg2000input.cpp.o /home/zanqdo/blender/trunk/lib/linux64/oiio/src/jpeg2000.imageio/jpeg2000input.cpp:32:22: fatal error: openjpeg.h: No such file or directory compilation terminated. make[2]: *** [libOpenImageIO/CMakeFiles/OpenImageIO.dir/__/jpeg2000.imageio/jpeg2000input.cpp.o] Error 1 make[1]: *** [libOpenImageIO/CMakeFiles/OpenImageIO.dir/all] Error 2 make: *** [all] Error 2 weird!!! Daniel Salazar patazstudio.com On Sat, Jun 23, 2012 at 5:28 PM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: Thanks a lot Sergey, I already had the libs from packman, I'm downloading a clean source and also deleted my ffmpeg and oiio folders from the svn libs leaving only boost and ocio from svn will report back! Daniel Salazar patazstudio.com On Sat, Jun 23, 2012 at 4:45 PM, Sergey Sharybin sergey@gmail.com wrote: Installed OpenSUSE 12.1 and successfully built recent trunk of Blender there. All i've done is based on existing documentation of building blender for OpenSUSE: http://wiki.blender.org/index.php/Dev:2.5/Doc/Building_Blender/Linux/OpenSUSE/CMake Apparently, there's no FFmpeg in standard OpenSUSE repository, so what is need is to add extra repository: $ sudo zypper addrepo http://packman.jacobs-university.de/suse/12.1/packman Then installed all needed dependencies: $ sudo zypper install subversion gcc gcc-c++ libSDL-devel openal-soft-devel libpng-devel \ libjpeg-devel python3-devel libtiff-devel OpenEXR-devel boost-devel \ python-devel glew-devel cmake Then it's easier to compile OpenImageIO for this particular distro (wouldn't cause any issues like non-working jpeg textures which happens on Ubuntu). Sources of OIIO could be found here: https://sites.google.com/site/openimageio/ After download, run in the terminal: $ tar -xf OpenImageIO-oiio-Release-1.0.6-1-g8088d01.tar.gz $ cd OpenImageIO-oiio-8088d01 $ mkdir build $ cd build $ cmake \ -D CMAKE_BUILD_TYPE=Release \ -D CMAKE_INSTALL_PREFIX=/opt/lib/oiio-1.0.6 \ -D BUILDSTATIC=ON \ -D CMAKE_CXX_FLAGS:STRING=-fPIC \ ../src $ make $ sudo make install Then it's needed to clone Blender's svn to somewhere on local machine: $ svn co https://svn.blender.org/svnroot/bf-blender/trunk/blenderblender-svn $ mkdir build-blender $ cmake \ -D CMAKE_BUILD_TYPE=Release \ -D OPENIMAGEIO_ROOT_DIR=/opt/lib/oiio-1.0.6 \ ../blender $ make install And voila, ./bin/blender works perfectly. P.S. OpenJpeg was currently disabled, would
Re: [Bf-committers] Build error
Sergey, I screwed up my install so I started installing SuSE from scratch and this time following your exact instructions. Everything you said worked so thank you! The only thing missing is ffmpeg. I wen't ahead and installed libffmpeg-devel as the wiki says, enabled ffmpeg in ccmake and compiled. This is what I got http://www.pasteall.org/33228 any ideas? this is the last thing for a perfect build! cheers Daniel Salazar patazstudio.com On Sun, Jun 24, 2012 at 12:29 PM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: O_o ok thank you I will try tomorrow again from scratch Daniel Salazar patazstudio.com On Sun, Jun 24, 2012 at 2:35 AM, Sergey Sharybin sergey@gmail.comwrote: Once again, you *do not* need using libraries from svn *at all*, it is much easier to compile your own libraries on specific linux distro than trying to use libraries compiled for much older platforms. If you will install packages i've told you, you'll be able to compile oiio without any problems and it'll just work for Blender. I've already described you why you've got this issues: you're using oiio library compiled with openjpeg support, but you've got openjpeg disabled in your blender which means final linking would not take openjpeg into account at all. So, please stop wasting your own time and ours time and just do the following: 1. Get rid of any libraries from our svn -- on newer distros you *do not* need them 2. Make sure you've got installed all packages i've mentioned in previous mail, plus i've just installed openjpeg-devel and blender built with jpeg2k support without any issues. 3. Compile current stable snapshot of oiio -- do not use git snapshot because they could be just broken 4. Remove blender's CMakeCache.txt 5. Re-configure blender pointing to your own oiio library as it was shown in my previous mail. Again, please just follow this instructions without any creative from your side, otherwise i wouldn't be able to help you -- it is just impossible to use precompiled libraries in a way you're trying to use them. On Sun, Jun 24, 2012 at 7:36 AM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: Well i'm trying to build OIIO downloaded from Git. I solved a boost error in OIIO cmake config by pointing it to the svn boost libs and cmake finishes successfully, however compilation still fails! My cmake configuration is: OPENJPEG_INCLUDE_DIR /usr/include OPENJPEG_OPENJPEG_LIBRARY/usr/lib64/libopenjpeg.so and I'm 100% possitive I got: /usr/include/openjpeg.h /usr/lib64/libopenjpeg.so After make I get this: [ 1%] Building CXX object libOpenImageIO/CMakeFiles/OpenImageIO.dir/__/jpeg2000.imageio/jpeg2000input.cpp.o /home/zanqdo/blender/trunk/lib/linux64/oiio/src/jpeg2000.imageio/jpeg2000input.cpp:32:22: fatal error: openjpeg.h: No such file or directory compilation terminated. make[2]: *** [libOpenImageIO/CMakeFiles/OpenImageIO.dir/__/jpeg2000.imageio/jpeg2000input.cpp.o] Error 1 make[1]: *** [libOpenImageIO/CMakeFiles/OpenImageIO.dir/all] Error 2 make: *** [all] Error 2 weird!!! Daniel Salazar patazstudio.com On Sat, Jun 23, 2012 at 5:28 PM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: Thanks a lot Sergey, I already had the libs from packman, I'm downloading a clean source and also deleted my ffmpeg and oiio folders from the svn libs leaving only boost and ocio from svn will report back! Daniel Salazar patazstudio.com On Sat, Jun 23, 2012 at 4:45 PM, Sergey Sharybin sergey@gmail.com wrote: Installed OpenSUSE 12.1 and successfully built recent trunk of Blender there. All i've done is based on existing documentation of building blender for OpenSUSE: http://wiki.blender.org/index.php/Dev:2.5/Doc/Building_Blender/Linux/OpenSUSE/CMake Apparently, there's no FFmpeg in standard OpenSUSE repository, so what is need is to add extra repository: $ sudo zypper addrepo http://packman.jacobs-university.de/suse/12.1/packman Then installed all needed dependencies: $ sudo zypper install subversion gcc gcc-c++ libSDL-devel openal-soft-devel libpng-devel \ libjpeg-devel python3-devel libtiff-devel OpenEXR-devel boost-devel \ python-devel glew-devel cmake Then it's easier to compile OpenImageIO for this particular distro (wouldn't cause any issues like non-working jpeg textures which happens on Ubuntu). Sources of OIIO could be found here: https://sites.google.com/site/openimageio/ After download, run in the terminal: $ tar -xf OpenImageIO-oiio-Release-1.0.6-1-g8088d01.tar.gz $ cd OpenImageIO-oiio-8088d01 $ mkdir build $ cd build $ cmake \ -D CMAKE_BUILD_TYPE=Release \ -D CMAKE_INSTALL_PREFIX=/opt/lib/oiio-1.0.6 \ -D
Re: [Bf-committers] Build error
Thank you Campbell I went ahead and disabled the flag but I still got this :s http://www.pasteall.org/33180 and this is my entire CMakeCache.txt file in case it's useful http://www.pasteall.org/33181 Daniel Salazar patazstudio.com On Sat, Jun 23, 2012 at 8:25 AM, Campbell Barton ideasma...@gmail.com wrote: @Daniel, try disable CMake's new WITH_SYSTEM_OPENJPEG option, this will build against OpenJPEG 1.5 bundled with blender. On Sat, Jun 23, 2012 at 3:27 PM, Campbell Barton ideasma...@gmail.com wrote: The issue is that blender links against a static OIIO which has calls to openjpeg. if those are not resolved when linking blenders binary, blender wont build - giving linking errors. Ill add the CMake option to build on linux with our bundled openjpeg, might simplify things. On Sat, Jun 23, 2012 at 2:57 PM, Thomas Dinges blen...@dingto.org wrote: Well the problems Daniel get, are in Blenders compile process. If OIIO has been built with OpenJPEG support, it can read the format, disabling the option for Blender won't have an affect on OIIO. Am 23.06.2012 14:51, schrieb Campbell Barton: OpenImageIO requires it, therefor cycles. we could build OpenImageIO without openjpeg to workaround this problem, but then it cant open Jpeg 2000. On Sat, Jun 23, 2012 at 12:45 PM, Thomas Dinges blen...@dingto.org wrote: Why don't you just disable OpenJPEG? It's only used for Jpeg 2000 support. Am 23.06.2012 04:33, schrieb Daniel Salazar - 3Developer.com: I have upgrated my libs to: OpenJPEG: 2.0.0 JPEG: 8.3.0 I'm getting this error when trying to build with OpenJPEG enabled http://www.pasteall.org/33157 Daniel Salazar patazstudio.com -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Build error
And this is trying to build with svn ffmpeg libs and NO cycles http://www.pasteall.org/33182 The only way I can currently build is with no ffmpeg or cycles enabled Daniel Salazar patazstudio.com On Sat, Jun 23, 2012 at 2:48 PM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: Thank you Campbell I went ahead and disabled the flag but I still got this :s http://www.pasteall.org/33180 and this is my entire CMakeCache.txt file in case it's useful http://www.pasteall.org/33181 Daniel Salazar patazstudio.com On Sat, Jun 23, 2012 at 8:25 AM, Campbell Barton ideasma...@gmail.com wrote: @Daniel, try disable CMake's new WITH_SYSTEM_OPENJPEG option, this will build against OpenJPEG 1.5 bundled with blender. On Sat, Jun 23, 2012 at 3:27 PM, Campbell Barton ideasma...@gmail.com wrote: The issue is that blender links against a static OIIO which has calls to openjpeg. if those are not resolved when linking blenders binary, blender wont build - giving linking errors. Ill add the CMake option to build on linux with our bundled openjpeg, might simplify things. On Sat, Jun 23, 2012 at 2:57 PM, Thomas Dinges blen...@dingto.org wrote: Well the problems Daniel get, are in Blenders compile process. If OIIO has been built with OpenJPEG support, it can read the format, disabling the option for Blender won't have an affect on OIIO. Am 23.06.2012 14:51, schrieb Campbell Barton: OpenImageIO requires it, therefor cycles. we could build OpenImageIO without openjpeg to workaround this problem, but then it cant open Jpeg 2000. On Sat, Jun 23, 2012 at 12:45 PM, Thomas Dinges blen...@dingto.org wrote: Why don't you just disable OpenJPEG? It's only used for Jpeg 2000 support. Am 23.06.2012 04:33, schrieb Daniel Salazar - 3Developer.com: I have upgrated my libs to: OpenJPEG: 2.0.0 JPEG: 8.3.0 I'm getting this error when trying to build with OpenJPEG enabled http://www.pasteall.org/33157 Daniel Salazar patazstudio.com -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Build error
Thanks a lot Sergey, I already had the libs from packman, I'm downloading a clean source and also deleted my ffmpeg and oiio folders from the svn libs leaving only boost and ocio from svn will report back! Daniel Salazar patazstudio.com On Sat, Jun 23, 2012 at 4:45 PM, Sergey Sharybin sergey@gmail.com wrote: Installed OpenSUSE 12.1 and successfully built recent trunk of Blender there. All i've done is based on existing documentation of building blender for OpenSUSE: http://wiki.blender.org/index.php/Dev:2.5/Doc/Building_Blender/Linux/OpenSUSE/CMake Apparently, there's no FFmpeg in standard OpenSUSE repository, so what is need is to add extra repository: $ sudo zypper addrepo http://packman.jacobs-university.de/suse/12.1/ packman Then installed all needed dependencies: $ sudo zypper install subversion gcc gcc-c++ libSDL-devel openal-soft-devel libpng-devel \ libjpeg-devel python3-devel libtiff-devel OpenEXR-devel boost-devel \ python-devel glew-devel cmake Then it's easier to compile OpenImageIO for this particular distro (wouldn't cause any issues like non-working jpeg textures which happens on Ubuntu). Sources of OIIO could be found here: https://sites.google.com/site/openimageio/ After download, run in the terminal: $ tar -xf OpenImageIO-oiio-Release-1.0.6-1-g8088d01.tar.gz $ cd OpenImageIO-oiio-8088d01 $ mkdir build $ cd build $ cmake \ -D CMAKE_BUILD_TYPE=Release \ -D CMAKE_INSTALL_PREFIX=/opt/lib/oiio-1.0.6 \ -D BUILDSTATIC=ON \ -D CMAKE_CXX_FLAGS:STRING=-fPIC \ ../src $ make $ sudo make install Then it's needed to clone Blender's svn to somewhere on local machine: $ svn co https://svn.blender.org/svnroot/bf-blender/trunk/blenderblender-svn $ mkdir build-blender $ cmake \ -D CMAKE_BUILD_TYPE=Release \ -D OPENIMAGEIO_ROOT_DIR=/opt/lib/oiio-1.0.6 \ ../blender $ make install And voila, ./bin/blender works perfectly. P.S. OpenJpeg was currently disabled, would check on if it does work and why if not tomorrow. -- With best regards, Sergey Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] The Future of Blender Projects WAS meeting notes
I have an idea, assign devs to help Blender studios around the world, ie: patazstudio from Costa Rica :D That and limit open movies to 3 min films! :) cheers! Daniel Salazar patazstudio.com On Sat, Jun 23, 2012 at 5:59 PM, Campbell Barton ideasma...@gmail.comwrote: On Sun, Jun 24, 2012 at 1:29 AM, Matt Ebb m...@mke3.net wrote: On Fri, Jun 22, 2012 at 12:05 AM, Ton Roosendaal t...@blender.org wrote: with the evident benefits but also with as danger that it can go out of control with a huge pile of postponed todo items and issues. :) http://en.wikipedia.org/wiki/Technical_debt This is an issue for blender, and has been for a while. It may not be as exciting to rally volunteer developers around, but I think post-2.6, a period of 'paying off these debts' would be very good for blender users, especially those using it in production. I think that this isn't just related to short release cycles though, a lot of it's also due to the open movie projects ('Business pressures' in that list, I suppose). They certainly have their benefits, but they also leave a lot of unfinished work in their wake. One of the original ideas for the open movies was to use a practical animation project to 'get blender ready for production', however in the heat of the project, under deadlines and resource pressures, this becomes more like 'fit in the minimum required to allow this particular production to get done'. Using blender in production at the time, I was quite sensitive to this happening during BBB, with features implemented well enough for the team's specific purposes, but not so practical for other use cases. It happened in Sintel (hair dynamics is one example), and it now seems to be happening in Mango. One example that I'm familiar with right now is how the render API seems to have been bypassed and all but forgotten, during the rush to get Cycles in a usable state. Another issue is that the open project are usually exploring new territory for the development team - that's often a major reasons for existence of the projects (eg. 'improve blender's furry hair styling and rendering' or 'improve live-action vfx compositing'). It's great to have a focused target, and it's often a good way to get things done. The danger however is that often the coders and artists involved have little experience in a particular field that they're exploring, and the design decisions and implementations may turn out to not be so good in hindsight, and maybe aren't so good to commit to for Blender. There's a tendency to think that since a movie project got completed, then that particular area of functionality is 'solved', eg. BBB got finished, therefore hair styling and rendering is done, and we can move on. In reality, Blender users can be left with tools that really don't work that well outside of the project's specific needs, or tools that now with the benefit of hindsight and experience, should have been implemented in a better way. However if developers keep moving on to newer things, and if this happens across all areas of functionality, the end result is an application made up of parts which are all first-draft attempts, which work 'ok' in some situations but not in others, and never smoothly and elegantly. One positive example on the other hand was the render branch after Sintel. The easy thing to do would have been to satisfy the casual users who want to play with new toys, add it all in, and move on. After all the development work that was done on it, it was really commendable to see self-reflection and the willingness to step back, critique it, and say This isn't right for Blender and its users, it needs to be done a better way, and throw a lot of it away. In the end, it led to cycles, which I'm sure most Blender users will be much happier using in the long term, and is hopefully shaping up to be something that's actually a great tool to use, not just a 75% done first-version. This is also a good argument for doing movie project-specific development in a separate branch. Adding these things into trunk as they are coded makes it much more difficult to revert later on. So! For these open projects to become more effective ways of achieving the goal of improving Blender as a package, not as a project-specific tool, there needs to be a period of critique and further work after each project. I know from experience that at the end of a tiring job when you just want to forget it all, have a rest, and move on, the last thing you want to do is go back over it all and re-work it, but that's the difference between doing this development for that movie project only, or for Blender in general. Questions need to be asked - Is this the right way to go? Should we revise this with better design decisions? What worked and didn't work well during the course of the project? What hacks did we have
Re: [Bf-committers] Build error
Well i'm trying to build OIIO downloaded from Git. I solved a boost error in OIIO cmake config by pointing it to the svn boost libs and cmake finishes successfully, however compilation still fails! My cmake configuration is: OPENJPEG_INCLUDE_DIR /usr/include OPENJPEG_OPENJPEG_LIBRARY/usr/lib64/libopenjpeg.so and I'm 100% possitive I got: /usr/include/openjpeg.h /usr/lib64/libopenjpeg.so After make I get this: [ 1%] Building CXX object libOpenImageIO/CMakeFiles/OpenImageIO.dir/__/jpeg2000.imageio/jpeg2000input.cpp.o /home/zanqdo/blender/trunk/lib/linux64/oiio/src/jpeg2000.imageio/jpeg2000input.cpp:32:22: fatal error: openjpeg.h: No such file or directory compilation terminated. make[2]: *** [libOpenImageIO/CMakeFiles/OpenImageIO.dir/__/jpeg2000.imageio/jpeg2000input.cpp.o] Error 1 make[1]: *** [libOpenImageIO/CMakeFiles/OpenImageIO.dir/all] Error 2 make: *** [all] Error 2 weird!!! Daniel Salazar patazstudio.com On Sat, Jun 23, 2012 at 5:28 PM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: Thanks a lot Sergey, I already had the libs from packman, I'm downloading a clean source and also deleted my ffmpeg and oiio folders from the svn libs leaving only boost and ocio from svn will report back! Daniel Salazar patazstudio.com On Sat, Jun 23, 2012 at 4:45 PM, Sergey Sharybin sergey@gmail.com wrote: Installed OpenSUSE 12.1 and successfully built recent trunk of Blender there. All i've done is based on existing documentation of building blender for OpenSUSE: http://wiki.blender.org/index.php/Dev:2.5/Doc/Building_Blender/Linux/OpenSUSE/CMake Apparently, there's no FFmpeg in standard OpenSUSE repository, so what is need is to add extra repository: $ sudo zypper addrepo http://packman.jacobs-university.de/suse/12.1/packman Then installed all needed dependencies: $ sudo zypper install subversion gcc gcc-c++ libSDL-devel openal-soft-devel libpng-devel \ libjpeg-devel python3-devel libtiff-devel OpenEXR-devel boost-devel \ python-devel glew-devel cmake Then it's easier to compile OpenImageIO for this particular distro (wouldn't cause any issues like non-working jpeg textures which happens on Ubuntu). Sources of OIIO could be found here: https://sites.google.com/site/openimageio/ After download, run in the terminal: $ tar -xf OpenImageIO-oiio-Release-1.0.6-1-g8088d01.tar.gz $ cd OpenImageIO-oiio-8088d01 $ mkdir build $ cd build $ cmake \ -D CMAKE_BUILD_TYPE=Release \ -D CMAKE_INSTALL_PREFIX=/opt/lib/oiio-1.0.6 \ -D BUILDSTATIC=ON \ -D CMAKE_CXX_FLAGS:STRING=-fPIC \ ../src $ make $ sudo make install Then it's needed to clone Blender's svn to somewhere on local machine: $ svn co https://svn.blender.org/svnroot/bf-blender/trunk/blenderblender-svn $ mkdir build-blender $ cmake \ -D CMAKE_BUILD_TYPE=Release \ -D OPENIMAGEIO_ROOT_DIR=/opt/lib/oiio-1.0.6 \ ../blender $ make install And voila, ./bin/blender works perfectly. P.S. OpenJpeg was currently disabled, would check on if it does work and why if not tomorrow. -- With best regards, Sergey Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Build error
Hi Sergey, at first i was trying with the one in svn, now I'm trying with 0.11.1 cheers Daniel Salazar patazstudio.com On Fri, Jun 22, 2012 at 1:28 AM, Sergey Sharybin sergey@gmail.com wrote: Daniel, Which exactly FFmpeg version your system uses? On Fri, Jun 22, 2012 at 12:24 AM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: CMake, I gave all the info in the first post Daniel Salazar patazstudio.com On Thu, Jun 21, 2012 at 12:24 PM, Richard Shaw hobbes1...@gmail.com wrote: On Thu, Jun 21, 2012 at 11:56 AM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: I deleted the ffmpeg libs from svn in order to use the system ones, this has worked for me in the past. Now I'm getting this http://www.pasteall.org/33119 any ideas? I don't remember you saying one way or the other, but are you using cmake or scons for building? I just got done building current SVN with FFMPEG enabled (it's disabled be default for Fedora) and it used the system installed library and I didn't have any issues. Richard ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- With best regards, Sergey Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Build error
What are the supported versions of fmpeg, openjpeg, tiff etc anyway? Daniel Salazar patazstudio.com On Fri, Jun 22, 2012 at 8:55 AM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: Hi Sergey, at first i was trying with the one in svn, now I'm trying with 0.11.1 cheers Daniel Salazar patazstudio.com On Fri, Jun 22, 2012 at 1:28 AM, Sergey Sharybin sergey@gmail.com wrote: Daniel, Which exactly FFmpeg version your system uses? On Fri, Jun 22, 2012 at 12:24 AM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: CMake, I gave all the info in the first post Daniel Salazar patazstudio.com On Thu, Jun 21, 2012 at 12:24 PM, Richard Shaw hobbes1...@gmail.com wrote: On Thu, Jun 21, 2012 at 11:56 AM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: I deleted the ffmpeg libs from svn in order to use the system ones, this has worked for me in the past. Now I'm getting this http://www.pasteall.org/33119 any ideas? I don't remember you saying one way or the other, but are you using cmake or scons for building? I just got done building current SVN with FFMPEG enabled (it's disabled be default for Fedora) and it used the system installed library and I didn't have any issues. Richard ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- With best regards, Sergey Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Build error
I have upgrated my libs to: OpenJPEG: 2.0.0 JPEG: 8.3.0 I'm getting this error when trying to build with OpenJPEG enabled http://www.pasteall.org/33157 Daniel Salazar patazstudio.com On Fri, Jun 22, 2012 at 9:47 AM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: What are the supported versions of fmpeg, openjpeg, tiff etc anyway? Daniel Salazar patazstudio.com On Fri, Jun 22, 2012 at 8:55 AM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: Hi Sergey, at first i was trying with the one in svn, now I'm trying with 0.11.1 cheers Daniel Salazar patazstudio.com On Fri, Jun 22, 2012 at 1:28 AM, Sergey Sharybin sergey@gmail.com wrote: Daniel, Which exactly FFmpeg version your system uses? On Fri, Jun 22, 2012 at 12:24 AM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: CMake, I gave all the info in the first post Daniel Salazar patazstudio.com On Thu, Jun 21, 2012 at 12:24 PM, Richard Shaw hobbes1...@gmail.com wrote: On Thu, Jun 21, 2012 at 11:56 AM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: I deleted the ffmpeg libs from svn in order to use the system ones, this has worked for me in the past. Now I'm getting this http://www.pasteall.org/33119 any ideas? I don't remember you saying one way or the other, but are you using cmake or scons for building? I just got done building current SVN with FFMPEG enabled (it's disabled be default for Fedora) and it used the system installed library and I didn't have any issues. Richard ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- With best regards, Sergey Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Build error
mm I'm getting this now http://www.pasteall.org/33112 thanks Daniel Salazar patazstudio.com On Thu, Jun 21, 2012 at 8:50 AM, Antony Riakiotakis kal...@gmail.com wrote: Should be fixed in recent svn. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Build error
Will do, linux 64 cheers Daniel Salazar patazstudio.com On Thu, Jun 21, 2012 at 9:16 AM, Antony Riakiotakis kal...@gmail.com wrote: Can you try a clean build? Are you on windows? ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Build error
I tried moving from 6.2 to 8.0 or so but it conflicted with libtiff (dependency) :s Daniel Salazar patazstudio.com On Thu, Jun 21, 2012 at 9:25 AM, Antony Riakiotakis kal...@gmail.com wrote: I think on linux the system library is used. Maybe you should upgrade your system's openjpeg? ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Build error
I deleted the ffmpeg libs from svn in order to use the system ones, this has worked for me in the past. Now I'm getting this http://www.pasteall.org/33119 any ideas? Daniel Salazar patazstudio.com On Thu, Jun 21, 2012 at 10:35 AM, Richard Shaw hobbes1...@gmail.com wrote: On Thu, Jun 21, 2012 at 11:28 AM, Antony Riakiotakis kal...@gmail.com wrote: Should we add a switch to use external/openjpeg for people who may want it? I think that would be a good idea although you kinda already do (with cmake). In my spec file for Fedora I rm -rf the bundled openjpeg library and cmake automatically finds the system library. It looks like this is the default on unix/llinux. Richard ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Build error
CMake, I gave all the info in the first post Daniel Salazar patazstudio.com On Thu, Jun 21, 2012 at 12:24 PM, Richard Shaw hobbes1...@gmail.com wrote: On Thu, Jun 21, 2012 at 11:56 AM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: I deleted the ffmpeg libs from svn in order to use the system ones, this has worked for me in the past. Now I'm getting this http://www.pasteall.org/33119 any ideas? I don't remember you saying one way or the other, but are you using cmake or scons for building? I just got done building current SVN with FFMPEG enabled (it's disabled be default for Fedora) and it used the system installed library and I didn't have any issues. Richard ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [47629] trunk/blender/intern/cycles: Cycles / Cleanup:
Wait, do you feel personally offended because i might have confused a problem with one of your commits and failed to point to the exact culprit? Im the idiot then, i never attacked you! Feel free to point me to the correct commit, however if you want to be offended i can do better than that :) Back to business, the issue is changing the rendering context seems to change the texture UI in all contexts. I can not link the old procedural textures to a modifier when cycles is enabled. This is a problem because blender internal textures are extremly powerful as stand alone textures (can do ramps and a lot more without nodes). This helps with uses outside of the shading system. This is why I ask, whats the plan? Are we leaving the old textures forever available for this uses? Im away from my pc but will do demo files later peace Daniel Salazar patazstudio.com On Sat, Jun 9, 2012 at 3:24 AM, Thomas Dinges blen...@dingto.org wrote: Daniel, my commit has nothing to do with textures outside of the Cycles shading context, it should not affect textures for scultping etc. I mainly cleaned up some old references to textures, which are not available in the Cycles shaders since November 2011. Again, Cycles Shader system only! So the next time you accuse someone that his commit broke something, I suggest to double check if that is really the exact revision the issue is introduced, before start moaning on the mailing list. ;-) Am 09.06.2012 06:57, schrieb Daniel Salazar - 3Developer.com: The textures used for modifiers, sculpting and other non material tasks are severely limited by this commit. I can't even color ramp a texture anymore! What's the plan here? Daniel Salazar patazstudio.com On Fri, Jun 8, 2012 at 2:17 PM, Thomas Dingesblen...@dingto.org wrote: Revision: 47629 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=47629 Author: dingto Date: 2012-06-08 20:17:02 + (Fri, 08 Jun 2012) Log Message: --- Cycles / Cleanup: * All references to old textures should now be finally removed. Modified Paths: -- trunk/blender/intern/cycles/app/cycles_xml.cpp trunk/blender/intern/cycles/render/nodes.cpp Modified: trunk/blender/intern/cycles/app/cycles_xml.cpp === --- trunk/blender/intern/cycles/app/cycles_xml.cpp 2012-06-08 19:57:28 UTC (rev 47628) +++ trunk/blender/intern/cycles/app/cycles_xml.cpp 2012-06-08 20:17:02 UTC (rev 47629) @@ -392,9 +392,9 @@ snode = dist; } else if(string_iequals(node.name(), wave_texture)) { - WaveTextureNode *wood = new WaveTextureNode(); - xml_read_enum(wood-type, WaveTextureNode::type_enum, node, type); - snode = wood; + WaveTextureNode *wave = new WaveTextureNode(); + xml_read_enum(wave-type, WaveTextureNode::type_enum, node, type); + snode = wave; } else if(string_iequals(node.name(), normal)) { snode = new NormalNode(); Modified: trunk/blender/intern/cycles/render/nodes.cpp === --- trunk/blender/intern/cycles/render/nodes.cpp2012-06-08 19:57:28 UTC (rev 47628) +++ trunk/blender/intern/cycles/render/nodes.cpp2012-06-08 20:17:02 UTC (rev 47629) @@ -695,7 +695,7 @@ ShaderEnum WaveTextureNode::type_enum = wave_type_init(); WaveTextureNode::WaveTextureNode() -: TextureNode(marble_texture) +: TextureNode(wave_texture) { type = ustring(Bands); ___ Bf-blender-cvs mailing list bf-blender-...@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [47629] trunk/blender/intern/cycles: Cycles / Cleanup:
Thanks Thomas, if i switch to BI, tweak the settings and switch back to Cycles will i not loose any data or configuration? Will the the change still have an effect even with cycles enabled? cheers¡ Daniel Salazar patazstudio.com On Sat, Jun 9, 2012 at 2:59 PM, Thomas Dinges blen...@dingto.org wrote: I am not offended, but if you or someone else says that one of my commits broke something it's my obligation to check that and that takes time. All I did was a code cleanup, which removed some code inside Cycles, which simply does not affect general Texture pipeline at all. The reorganized textures in the Cycles Shading system are there since Cycles was in Trunk, and the Texture UI indeed is different between BI and Internal, something that is also present since Cycles is in Trunk... The Textur Workflow for that in Cycles is still WIP from what I remember though, Basic Color modification options for Textures still need to be added. For now just change back to Internal if you want to modify a texture and some fancy option there. Thomas Am 09.06.2012 22:34, schrieb Daniel Salazar - 3Developer.com: Wait, do you feel personally offended because i might have confused a problem with one of your commits and failed to point to the exact culprit? Im the idiot then, i never attacked you! Feel free to point me to the correct commit, however if you want to be offended i can do better than that :) Back to business, the issue is changing the rendering context seems to change the texture UI in all contexts. I can not link the old procedural textures to a modifier when cycles is enabled. This is a problem because blender internal textures are extremly powerful as stand alone textures (can do ramps and a lot more without nodes). This helps with uses outside of the shading system. This is why I ask, whats the plan? Are we leaving the old textures forever available for this uses? Im away from my pc but will do demo files later peace Daniel Salazar patazstudio.com -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [47629] trunk/blender/intern/cycles: Cycles / Cleanup:
Cheers¡ Daniel Salazar patazstudio.com On Sat, Jun 9, 2012 at 3:06 PM, Thomas Dinges blen...@dingto.org wrote: You should not lose any data, but rendering in 3D will stop of course in the meantime. Thomas Am 09.06.2012 23:02, schrieb Daniel Salazar - 3Developer.com: Thanks Thomas, if i switch to BI, tweak the settings and switch back to Cycles will i not loose any data or configuration? Will the the change still have an effect even with cycles enabled? cheers¡ Daniel Salazar patazstudio.com On Sat, Jun 9, 2012 at 2:59 PM, Thomas Dingesblen...@dingto.org wrote: I am not offended, but if you or someone else says that one of my commits broke something it's my obligation to check that and that takes time. All I did was a code cleanup, which removed some code inside Cycles, which simply does not affect general Texture pipeline at all. The reorganized textures in the Cycles Shading system are there since Cycles was in Trunk, and the Texture UI indeed is different between BI and Internal, something that is also present since Cycles is in Trunk... The Textur Workflow for that in Cycles is still WIP from what I remember though, Basic Color modification options for Textures still need to be added. For now just change back to Internal if you want to modify a texture and some fancy option there. Thomas Am 09.06.2012 22:34, schrieb Daniel Salazar - 3Developer.com: Wait, do you feel personally offended because i might have confused a problem with one of your commits and failed to point to the exact culprit? Im the idiot then, i never attacked you! Feel free to point me to the correct commit, however if you want to be offended i can do better than that :) Back to business, the issue is changing the rendering context seems to change the texture UI in all contexts. I can not link the old procedural textures to a modifier when cycles is enabled. This is a problem because blender internal textures are extremly powerful as stand alone textures (can do ramps and a lot more without nodes). This helps with uses outside of the shading system. This is why I ask, whats the plan? Are we leaving the old textures forever available for this uses? Im away from my pc but will do demo files later peace Daniel Salazar patazstudio.com -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [47629] trunk/blender/intern/cycles: Cycles / Cleanup:
The textures used for modifiers, sculpting and other non material tasks are severely limited by this commit. I can't even color ramp a texture anymore! What's the plan here? Daniel Salazar patazstudio.com On Fri, Jun 8, 2012 at 2:17 PM, Thomas Dinges blen...@dingto.org wrote: Revision: 47629 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=47629 Author: dingto Date: 2012-06-08 20:17:02 + (Fri, 08 Jun 2012) Log Message: --- Cycles / Cleanup: * All references to old textures should now be finally removed. Modified Paths: -- trunk/blender/intern/cycles/app/cycles_xml.cpp trunk/blender/intern/cycles/render/nodes.cpp Modified: trunk/blender/intern/cycles/app/cycles_xml.cpp === --- trunk/blender/intern/cycles/app/cycles_xml.cpp 2012-06-08 19:57:28 UTC (rev 47628) +++ trunk/blender/intern/cycles/app/cycles_xml.cpp 2012-06-08 20:17:02 UTC (rev 47629) @@ -392,9 +392,9 @@ snode = dist; } else if(string_iequals(node.name(), wave_texture)) { - WaveTextureNode *wood = new WaveTextureNode(); - xml_read_enum(wood-type, WaveTextureNode::type_enum, node, type); - snode = wood; + WaveTextureNode *wave = new WaveTextureNode(); + xml_read_enum(wave-type, WaveTextureNode::type_enum, node, type); + snode = wave; } else if(string_iequals(node.name(), normal)) { snode = new NormalNode(); Modified: trunk/blender/intern/cycles/render/nodes.cpp === --- trunk/blender/intern/cycles/render/nodes.cpp2012-06-08 19:57:28 UTC (rev 47628) +++ trunk/blender/intern/cycles/render/nodes.cpp2012-06-08 20:17:02 UTC (rev 47629) @@ -695,7 +695,7 @@ ShaderEnum WaveTextureNode::type_enum = wave_type_init(); WaveTextureNode::WaveTextureNode() -: TextureNode(marble_texture) +: TextureNode(wave_texture) { type = ustring(Bands); ___ Bf-blender-cvs mailing list bf-blender-...@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] UV Selection and Display
There's a workflow issue with UVs. Only the selected 3D faces are displayed on the UV layout which can be fine sometimes and sometimes can be a problem A way to solve this is to enable Syncronized selection between UVs and 3D Faces. However you don't always wan't to sinc faces since it comes with a few problems, one of them is that island selection won't work in sync mode. I propose to add a separate Hide UVs from unselected faces option to the UV editor cheers Daniel Salazar patazstudio.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [47354] trunk/blender/intern/cycles/render /object.cpp: Cycles / Object Info Node:
Weird indeed :s glad it's fixed now Daniel Salazar patazstudio.com On Sat, Jun 2, 2012 at 3:04 PM, Thomas Dinges blen...@dingto.org wrote: Revision: 47354 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=47354 Author: dingto Date: 2012-06-02 21:04:16 + (Sat, 02 Jun 2012) Log Message: --- Cycles / Object Info Node: * The random output had a range from -0.5 to 0.5, added an offset of 0.5 to bring it into the 0.0 / 1.0 range, which is in alignment with Shader Node Guidelines. Patch by Agustin Benavidez, thanks! Modified Paths: -- trunk/blender/intern/cycles/render/object.cpp Modified: trunk/blender/intern/cycles/render/object.cpp === --- trunk/blender/intern/cycles/render/object.cpp 2012-06-02 19:58:12 UTC (rev 47353) +++ trunk/blender/intern/cycles/render/object.cpp 2012-06-02 21:04:16 UTC (rev 47354) @@ -164,7 +164,7 @@ float uniform_scale; float surface_area = 0.0f; float pass_id = ob-pass_id; - float random_number = (float)ob-random_id * (1.0f/(float)0x); + float random_number = (float)ob-random_id * (1.0f/(float)0x)+0.5f; if(transform_uniform_scale(tfm, uniform_scale)) { mapMesh*, float::iterator it = surface_area_map.find(mesh); ___ Bf-blender-cvs mailing list bf-blender-...@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Icon svg file coming
Great news! Daniel Salazar patazstudio.com On Mon, May 14, 2012 at 2:01 AM, Ton Roosendaal t...@blender.org wrote: Hi, I've contacted the icon designer (Andrzej Ambroz), he will publish the svg file this week. Updated with new icons! -Ton- Ton Roosendaal Blender Foundation t...@blender.orgwww.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [46478] trunk/blender/source/blender/ editors/render/render_shading.c: fix: #31374 Wrong/ Missleading hint texts in material assig
Also Material != Material Slot Daniel Salazar patazstudio.com On Wed, May 9, 2012 at 1:03 PM, Campbell Barton ideasma...@gmail.comwrote: Don't think this is right, this operator applies to selected curves, nurbs, 3d text too. When being more general in these cases suggest to replace `faces` with `geometry`. On Wed, May 9, 2012 at 7:14 PM, Gaia Clary gaia.cl...@machinimatrix.org wrote: Revision: 46478 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=46478 Author: gaiaclary Date: 2012-05-09 17:14:16 + (Wed, 09 May 2012) Log Message: --- fix: #31374 Wrong/Missleading hint texts in material assignment. Modified Paths: -- trunk/blender/source/blender/editors/render/render_shading.c Modified: trunk/blender/source/blender/editors/render/render_shading.c === --- trunk/blender/source/blender/editors/render/render_shading.c 2012-05-09 16:43:09 UTC (rev 46477) +++ trunk/blender/source/blender/editors/render/render_shading.c 2012-05-09 17:14:16 UTC (rev 46478) @@ -208,7 +208,7 @@ /* identifiers */ ot-name = Assign Material Slot; ot-idname = OBJECT_OT_material_slot_assign; - ot-description = Assign the material in the selected material slot to the selected vertices; + ot-description = Assign active material to selected faces; /* api callbacks */ ot-exec = material_slot_assign_exec; @@ -292,7 +292,7 @@ /* identifiers */ ot-name = Select Material Slot; ot-idname = OBJECT_OT_material_slot_select; - ot-description = Select vertices assigned to the selected material slot; + ot-description = Select all faces with active material; /* api callbacks */ ot-exec = material_slot_select_exec; @@ -311,7 +311,7 @@ /* identifiers */ ot-name = Deselect Material Slot; ot-idname = OBJECT_OT_material_slot_deselect; - ot-description = Deselect vertices assigned to the selected material slot; + ot-description = Deselect all faces with active material; /* api callbacks */ ot-exec = material_slot_deselect_exec; ___ Bf-blender-cvs mailing list bf-blender-...@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [46478] trunk/blender/source/blender/ editors/render/render_shading.c: fix: #31374 Wrong/ Missleading hint texts in material assig
Gaia a material slot is an ID that *can* point to a material. It's incorrect to use the term material instead of material slot. This are all operations that you can do with 0 materials Daniel Salazar patazstudio.com On Wed, May 9, 2012 at 1:26 PM, Gaia gaia.cl...@machinimatrix.org wrote: Hi. Sorry, i was not aware of this. So what about this: Assign active material to selection Select by active material Deselect by active material however i have some questions: - What does a material assignment to a curve do ? - can i assign multiple materials to curves/text/nurbs ? Gaia On 09.05.2012 21:03, Campbell Barton wrote: Don't think this is right, this operator applies to selected curves, nurbs, 3d text too. When being more general in these cases suggest to replace `faces` with `geometry`. On Wed, May 9, 2012 at 7:14 PM, Gaia Clarygaia.cl...@machinimatrix.org wrote: Revision: 46478 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=46478 Author: gaiaclary Date: 2012-05-09 17:14:16 + (Wed, 09 May 2012) Log Message: --- fix: #31374 Wrong/Missleading hint texts in material assignment. Modified Paths: -- trunk/blender/source/blender/editors/render/render_shading.c Modified: trunk/blender/source/blender/editors/render/render_shading.c === --- trunk/blender/source/blender/editors/render/render_shading.c 2012-05-09 16:43:09 UTC (rev 46477) +++ trunk/blender/source/blender/editors/render/render_shading.c 2012-05-09 17:14:16 UTC (rev 46478) @@ -208,7 +208,7 @@ /* identifiers */ ot-name = Assign Material Slot; ot-idname = OBJECT_OT_material_slot_assign; - ot-description = Assign the material in the selected material slot to the selected vertices; + ot-description = Assign active material to selected faces; /* api callbacks */ ot-exec = material_slot_assign_exec; @@ -292,7 +292,7 @@ /* identifiers */ ot-name = Select Material Slot; ot-idname = OBJECT_OT_material_slot_select; - ot-description = Select vertices assigned to the selected material slot; + ot-description = Select all faces with active material; /* api callbacks */ ot-exec = material_slot_select_exec; @@ -311,7 +311,7 @@ /* identifiers */ ot-name = Deselect Material Slot; ot-idname = OBJECT_OT_material_slot_deselect; - ot-description = Deselect vertices assigned to the selected material slot; + ot-description = Deselect all faces with active material; /* api callbacks */ ot-exec = material_slot_deselect_exec; ___ Bf-blender-cvs mailing list bf-blender-...@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [46478] trunk/blender/source/blender/ editors/render/render_shading.c: fix: #31374 Wrong/ Missleading hint texts in material assig
Sounds fine :) Daniel Salazar patazstudio.com On Wed, May 9, 2012 at 1:31 PM, Gaia gaia.cl...@machinimatrix.org wrote: so would this be ok ? Assign active material slot to selection Select by active material slot Deselect by active material slot cheers, Gaia On 09.05.2012 21:29, Daniel Salazar - 3Developer.com wrote: Gaia a material slot is an ID that *can* point to a material. It's incorrect to use the term material instead of material slot. This are all operations that you can do with 0 materials Daniel Salazar patazstudio.com On Wed, May 9, 2012 at 1:26 PM, Gaiagaia.cl...@machinimatrix.org wrote: Hi. Sorry, i was not aware of this. So what about this: Assign active material to selection Select by active material Deselect by active material however i have some questions: - What does a material assignment to a curve do ? - can i assign multiple materials to curves/text/nurbs ? Gaia On 09.05.2012 21:03, Campbell Barton wrote: Don't think this is right, this operator applies to selected curves, nurbs, 3d text too. When being more general in these cases suggest to replace `faces` with `geometry`. On Wed, May 9, 2012 at 7:14 PM, Gaia Clary gaia.cl...@machinimatrix.org wrote: Revision: 46478 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=46478 Author: gaiaclary Date: 2012-05-09 17:14:16 + (Wed, 09 May 2012) Log Message: --- fix: #31374 Wrong/Missleading hint texts in material assignment. Modified Paths: -- trunk/blender/source/blender/editors/render/render_shading.c Modified: trunk/blender/source/blender/editors/render/render_shading.c === --- trunk/blender/source/blender/editors/render/render_shading.c 2012-05-09 16:43:09 UTC (rev 46477) +++ trunk/blender/source/blender/editors/render/render_shading.c 2012-05-09 17:14:16 UTC (rev 46478) @@ -208,7 +208,7 @@ /* identifiers */ ot-name = Assign Material Slot; ot-idname = OBJECT_OT_material_slot_assign; - ot-description = Assign the material in the selected material slot to the selected vertices; + ot-description = Assign active material to selected faces; /* api callbacks */ ot-exec = material_slot_assign_exec; @@ -292,7 +292,7 @@ /* identifiers */ ot-name = Select Material Slot; ot-idname = OBJECT_OT_material_slot_select; - ot-description = Select vertices assigned to the selected material slot; + ot-description = Select all faces with active material; /* api callbacks */ ot-exec = material_slot_select_exec; @@ -311,7 +311,7 @@ /* identifiers */ ot-name = Deselect Material Slot; ot-idname = OBJECT_OT_material_slot_deselect; - ot-description = Deselect vertices assigned to the selected material slot; + ot-description = Deselect all faces with active material; /* api callbacks */ ot-exec = material_slot_deselect_exec; ___ Bf-blender-cvs mailing list bf-blender-...@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Proposal on Default Settings
I would like uno being handled like GIMP does: a minimum undo levels (regardless of memory used, ie: 5 steps) and a maximum memory used (regardless of how many steps that is, ie: 1024MB) Daniel Salazar patazstudio.com On Sun, May 6, 2012 at 3:07 PM, Campbell Barton ideasma...@gmail.comwrote: On Mon, May 7, 2012 at 4:04 AM, Alberto Torres kungfoo...@gmail.com wrote: Hello, Yes, please to: - Continuous grab. I would change it for 3D views so the mouse doesn't wrap inside the area but inside the whole window, but it's not important. There are 2 reasons to wrap grab within the space (and not the entire window) - If you wrap within the window. executing a tool can leave the mouse over a different space type, where hitting a key will perform some unexpected operation. (3d view to sequencer for eg). - When a window spans 2+ monitors, its actually quite annoying when the mouse ends up over on the far side of the screen. So I prefer not to change this. The main reason this option was disabled by default was because of tablet input (which most users set to absolute positioning) cant be wrapped usefully. Today I committed a fix so tablet events dont get wrapped (on X11), support needs to be added for OSX and windows still. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender developer meeting notes, 29 april 2012
yes!! numpy should be part of python everywhere! :) cool idea. And of course the rest of the topics are super exciting too! I'll test drive Tiles :D kisses, Daniel Salazar patazstudio.com On Sun, Apr 29, 2012 at 9:27 AM, Ton Roosendaal t...@blender.org wrote: Hi all, 1) Blender 2.63 release - Everyone congratulations with release and BMesh completion! - As usual a lot of new bug reports streamed in. Campbell Barton mentions that several crucial fixes have been done already, it might require to do a 2.63a release. - Proposal: decide next sunday meeting, and if we do make an 'a' we backport the bug fixes to 2.63-release branch. - Campbell will add the bug fix list in wiki, on the release page (later). http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.63 2) Other projects - Jeroen Bakker: New compositor project (tiles) is almost finished. It's a target for 2.64. - Jeroen does a call for testers, preferably by artists who like to be closely (day to day) involved with checking fixes, feedback functionality and especially to help doing docs and videos! (Christian Krupa already volunteered, more welcome!) - Note, there's a special tracker for the compositor project! Jeroen expected 100s, not 2! http://projects.blender.org/tracker/?atid=524group_id=9func=browse - Ed Halley: New Outline modifier in progress http://www.youtube.com/watch?v=Y5_huJm5vVo - Campbell added wire frame tool (in Face menu) to make solid wires: http://www.pasteall.org/pic/show.php?id=30973 http://www.pasteall.org/pic/show.php?id=30971 - Joerg Mueller will relicense his Audaspace as LGPL (2 or later). He will carefully check if everyone who added code there agrees. - Nicholas Bishop uploaded Sculpt masking for review: http://codereview.appspot.com/6135048/ - Thomas Dinges is testing the new CUDA Toolkit 4.2 now, with support for the new Keppler cards (GTX 6xx). - Campbell proposes to include the Python math module Numpy (1 MB), ensuring it won't affect startup times. 3) Google summer of Code - Students welcome! Make sure you are signed up for the mailing lists (bf-committers, bf-blender-cvs). - Based on last year's success, we'll put students together in branches; to ensure they keep committing working and tested code! - Branch naming proposal: http://img138.imageshack.us/img138/6532/ss20120429095415.png (But, Empanada gets merged with Bratwurst! Sorry Argentina :) -Ton- Ton Roosendaal Blender Foundation t...@blender.orgwww.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Animation editor context
Hi, in animation editors is essential to display everything there is in the scene, visibility not important. This for general re-timing tasks Daniel Salazar patazstudio.com On Tue, Apr 10, 2012 at 2:49 AM, Lukas Tönne lukas.toe...@googlemail.comwrote: Currently the animation editor does not support node groups. This is because the animation editor filters any possible channel set based on the active context, i.e. mostly scene, world and the active object. This works fine for any data block that is uniquely associated to an object (i.e. you can get from object to ID block anim data unambiguously). Correct me if i'm wrong here, since i don't have a whole lot of animation experience :) The problem is that some data blocks might not necessarily have this kind of direct connection to objects (point in case: node groups). As long as a base node tree is reachable, one could simply list anim data for all the node groups in that node tree, but this could get pretty messy once groups inside groups come into play and the number of animated node groups increases. One possible solution could be to base the display of node animation data on the visible node editors, rather than the active object. I.e. instead of going along the object-material-node_tree path for shader nodes or scene-node_tree for compositor, the graph/dopesheet/nla editor would display channels for the currently visible node editors. Since the node editor has an explicit active node tree (either the base tree or some edited group), this would give much more control over the display of node animation data. After all it is not of much use to display animation data for a node tree without actually seeing the tree (or so it seems to me). I'd also like to point out that the upcoming node groups patch [1] supports node tree pinning, i.e. a node editor can then display a node tree independent of the current context and selection. Does this sound like a reasonable idea? Or are there design problems i'm overlooking? Regards, Lukas [1] https://www.gitorious.org/~lukastoenne/blenderprojects/blender-lukastoenne/commits/node-groups-upgrade ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Nodes auto hide sockets on collapsed nodes
I'd prefer a popup menu asking which channel to connect to after dragging a link to a collapsed node. At least this way it's not totally invisible! Daniel Salazar patazstudio.com On Tue, Apr 10, 2012 at 4:16 AM, Lukas Tönne lukas.toe...@googlemail.comwrote: What about de-collapsing a node while connecting ? Hmm, i don't know, that seems rather complicated. This kind of behavior is bound to cause problems, since un-collapsing the node would shift all socket positions in turn, etc. Let's keep it simple! ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Nodes auto hide sockets on collapsed nodes
Connecting to some random nameless socket was not good either.. -1 Daniel Salazar patazstudio.com On Sun, Apr 8, 2012 at 2:13 PM, Davis Sorenson davis.soren...@gmail.comwrote: You're not the only one. :) I can also confirm this is very confusing, I nearly reported a bug the first time I came across this (I think I eventually figured it out). I don't think this should be a default. Davis On Sun, Apr 8, 2012 at 11:03 PM, Bartek Skorupa bartekskor...@bartekskorupa.com wrote: Hello, Am I the only one who hates auto hide sockets when we hit H to collapse the node? Collapsing the node doesn't mean that I will not want to connect anything to it later. In older versions of Blender when we hit H - the node was collapsed but we had the access to its sockets. Now when I hit H - the node becomes useless. If I want to connect anything to it I have to first unhide it, then connect something to it, then hide it again. It's frustrating because I have to go through some unnecessary steps just to make a simple connection. Please tell me - am I the only one? Cheers Bartek Skorupa www.bartekskorupa.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Nodes auto hide sockets on collapsed nodes
What's wrong you ask? this is what's wrong http://www.pasteall.org/pic/29809 unless you're a psychic how do you know what each of those sockets is! Daniel Salazar patazstudio.com On Sun, Apr 8, 2012 at 3:15 PM, Bartek Skorupa bartekskor...@bartekskorupa.com wrote: If I understand you correctly you mean not being able to select individual socket and connect to the selected one? If so - I've been fighting for bringing this feature back for some time now. In 2.49 we could simply select the output socket of one node, input socket of another node, hit F and BAM - connection created. Now it's gone. Imagine node group with 17 outputs and another node group with 17 inputs. Let's now connect output 7 of first group to input 16 of second group... You have to drag the connection holding down the mouse button. It's ok when your groups are placed close to each other, but that's not always the case. or: We have Render Layer input node with several passes. Let's connect AO pass to 5 inputs of 5 other nodes. It would be great to be able to select AO output socket then shift select ALL of the inputs, hit F and have all 5 connections. and once again: Please, please, please don't force me to unhide every node to make a connection by auto hiding unused sockets in collapsed nodes. What was wrong with leaving the option to the user? If I really wanted to hide unused sockets I could hit Ctl-H. Bartek Skorupa www.bartekskorupa.com On 2012-04-08, at 22:19, Daniel Salazar - 3Developer.com wrote: Connecting to some random nameless socket was not good either.. -1 Daniel Salazar patazstudio.com On Sun, Apr 8, 2012 at 2:13 PM, Davis Sorenson davis.soren...@gmail.com **wrote: You're not the only one. :) I can also confirm this is very confusing, I nearly reported a bug the first time I came across this (I think I eventually figured it out). I don't think this should be a default. Davis On Sun, Apr 8, 2012 at 11:03 PM, Bartek Skorupa bartekskorupa@bartekskorupa.**com bartekskor...@bartekskorupa.com wrote: Hello, Am I the only one who hates auto hide sockets when we hit H to collapse the node? Collapsing the node doesn't mean that I will not want to connect anything to it later. In older versions of Blender when we hit H - the node was collapsed but we had the access to its sockets. Now when I hit H - the node becomes useless. If I want to connect anything to it I have to first unhide it, then connect something to it, then hide it again. It's frustrating because I have to go through some unnecessary steps just to make a simple connection. Please tell me - am I the only one? Cheers Bartek Skorupa www.bartekskorupa.com __**_ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/**mailman/listinfo/bf-committershttp://lists.blender.org/mailman/listinfo/bf-committers __**_ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/**mailman/listinfo/bf-committershttp://lists.blender.org/mailman/listinfo/bf-committers __**_ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/**mailman/listinfo/bf-committershttp://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Nodes auto hide sockets on collapsed nodes
Easy, because Lukas will read this thread and say HEY! I could make the sockets visible of only the nodes close to the mouse when hovering over them :D Daniel Salazar patazstudio.com On Sun, Apr 8, 2012 at 3:27 PM, Bartek Skorupa bartekskor...@bartekskorupa.com wrote: In many cases I do. Believe it or not :-) If I don't like such collapsed node, I can hit Ctl-H and unused sockets are hidden. It was so up till 2.61. Let me then ask another question: What's good with this one? http://www.pasteall.org/pic/**29810 http://www.pasteall.org/pic/29810 How would you connect those nodes? Bartek Skorupa www.bartekskorupa.com On 2012-04-08, at 23:20, Daniel Salazar - 3Developer.com wrote: What's wrong you ask? this is what's wrong http://www.pasteall.org/pic/**29809 http://www.pasteall.org/pic/29809 unless you're a psychic how do you know what each of those sockets is! Daniel Salazar patazstudio.com On Sun, Apr 8, 2012 at 3:15 PM, Bartek Skorupa bartekskorupa@bartekskorupa.**com bartekskor...@bartekskorupa.com wrote: If I understand you correctly you mean not being able to select individual socket and connect to the selected one? If so - I've been fighting for bringing this feature back for some time now. In 2.49 we could simply select the output socket of one node, input socket of another node, hit F and BAM - connection created. Now it's gone. Imagine node group with 17 outputs and another node group with 17 inputs. Let's now connect output 7 of first group to input 16 of second group... You have to drag the connection holding down the mouse button. It's ok when your groups are placed close to each other, but that's not always the case. or: We have Render Layer input node with several passes. Let's connect AO pass to 5 inputs of 5 other nodes. It would be great to be able to select AO output socket then shift select ALL of the inputs, hit F and have all 5 connections. and once again: Please, please, please don't force me to unhide every node to make a connection by auto hiding unused sockets in collapsed nodes. What was wrong with leaving the option to the user? If I really wanted to hide unused sockets I could hit Ctl-H. Bartek Skorupa www.bartekskorupa.com On 2012-04-08, at 22:19, Daniel Salazar - 3Developer.com wrote: Connecting to some random nameless socket was not good either.. -1 Daniel Salazar patazstudio.com On Sun, Apr 8, 2012 at 2:13 PM, Davis Sorenson davis.soren...@gmail.com **wrote: You're not the only one. :) I can also confirm this is very confusing, I nearly reported a bug the first time I came across this (I think I eventually figured it out). I don't think this should be a default. Davis On Sun, Apr 8, 2012 at 11:03 PM, Bartek Skorupa bartekskorupa@bartekskorupa.com bartekskorupa@bartekskorupa.**combartekskor...@bartekskorupa.com wrote: Hello, Am I the only one who hates auto hide sockets when we hit H to collapse the node? Collapsing the node doesn't mean that I will not want to connect anything to it later. In older versions of Blender when we hit H - the node was collapsed but we had the access to its sockets. Now when I hit H - the node becomes useless. If I want to connect anything to it I have to first unhide it, then connect something to it, then hide it again. It's frustrating because I have to go through some unnecessary steps just to make a simple connection. Please tell me - am I the only one? Cheers Bartek Skorupa www.bartekskorupa.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committershttp://lists.blender.org/**mailman/listinfo/bf-committers **http://lists.blender.org/**mailman/listinfo/bf-committershttp://lists.blender.org/mailman/listinfo/bf-committers ** ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committershttp://lists.blender.org/**mailman/listinfo/bf-committers **http://lists.blender.org/**mailman/listinfo/bf-committershttp://lists.blender.org/mailman/listinfo/bf-committers ** ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committershttp://lists.blender.org/**mailman/listinfo/bf-committers **http://lists.blender.org/**mailman/listinfo/bf-committershttp://lists.blender.org/mailman/listinfo/bf-committers ** __**_ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/**mailman/listinfo/bf-committershttp://lists.blender.org/mailman/listinfo/bf-committers __**_ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/**mailman/listinfo/bf
Re: [Bf-committers] Build error
Disable WITH_MOD_CLOTH_ELTOPO cheers Daniel Salazar patazstudio.com On Thu, Mar 29, 2012 at 7:20 PM, Reuben Martin reube...@gmail.com wrote: I've been having this build error the last couple days. SVN is up-to-date. -Reuben Log: [ 17%] Building C object source/blender/blenkernel/CMakeFiles/bf_blenkernel.dir/intern/collision.c.o source/blender/blenkernel/intern/collision.c: In function ‘edgepair_cmp’: source/blender/blenkernel/intern/collision.c:636:19: warning: initialization discards qualifiers from pointer target type source/blender/blenkernel/intern/collision.c:636:28: warning: initialization discards qualifiers from pointer target type source/blender/blenkernel/intern/collision.c:638:6: warning: unused variable ‘keysb’ source/blender/blenkernel/intern/collision.c: In function ‘cloth_edge_collision’: source/blender/blenkernel/intern/collision.c:681:2: warning: initialization from incompatible pointer type source/blender/blenkernel/intern/collision.c:681:2: warning: initialization from incompatible pointer type source/blender/blenkernel/intern/collision.c:681:2: warning: initialization from incompatible pointer type source/blender/blenkernel/intern/collision.c:681:2: warning: initialization from incompatible pointer type source/blender/blenkernel/intern/collision.c:681:2: warning: initialization from incompatible pointer type source/blender/blenkernel/intern/collision.c:681:2: warning: initialization from incompatible pointer type source/blender/blenkernel/intern/collision.c:794:5: warning: passing argument 2 of ‘sub_v3_v3v3’ from incompatible pointer type source/blender/blenlib/intern/math_vector_inline.c:294:14: note: expected ‘const float *’ but argument is of type ‘void **’ source/blender/blenkernel/intern/collision.c:794:5: warning: passing argument 3 of ‘sub_v3_v3v3’ from incompatible pointer type source/blender/blenlib/intern/math_vector_inline.c:294:14: note: expected ‘const float *’ but argument is of type ‘void **’ source/blender/blenkernel/intern/collision.c:795:5: warning: passing argument 2 of ‘sub_v3_v3v3’ from incompatible pointer type source/blender/blenlib/intern/math_vector_inline.c:294:14: note: expected ‘const float *’ but argument is of type ‘void **’ source/blender/blenkernel/intern/collision.c:795:5: warning: passing argument 3 of ‘sub_v3_v3v3’ from incompatible pointer type source/blender/blenlib/intern/math_vector_inline.c:294:14: note: expected ‘const float *’ but argument is of type ‘void **’ source/blender/blenkernel/intern/collision.c:804:5: warning: passing argument 2 of ‘copy_v3_v3’ from incompatible pointer type source/blender/blenlib/intern/math_vector_inline.c:65:14: note: expected ‘const float *’ but argument is of type ‘void **’ source/blender/blenkernel/intern/collision.c:805:5: warning: passing argument 2 of ‘copy_v3_v3’ from incompatible pointer type source/blender/blenlib/intern/math_vector_inline.c:65:14: note: expected ‘const float *’ but argument is of type ‘void **’ source/blender/blenkernel/intern/collision.c:809:5: error: implicit declaration of function ‘eltopo_line_line_moving_isect_v3v3_f’ source/blender/blenkernel/intern/collision.c:778:16: warning: unused variable ‘collp2’ source/blender/blenkernel/intern/collision.c:778:8: warning: unused variable ‘collp1’ source/blender/blenkernel/intern/collision.c:680:8: warning: unused variable ‘n1’ source/blender/blenkernel/intern/collision.c:673:9: warning: unused variable ‘distance’ source/blender/blenkernel/intern/collision.c:672:15: warning: unused variable ‘verts1’ source/blender/blenkernel/intern/collision.c: In function ‘cloth_collision_response_moving’: source/blender/blenkernel/intern/collision.c:948:8: warning: unused variable ‘epsilon2’ source/blender/blenkernel/intern/collision.c:946:15: warning: unused variable ‘v2’ source/blender/blenkernel/intern/collision.c:945:28: warning: unused variable ‘u3’ source/blender/blenkernel/intern/collision.c:945:24: warning: unused variable ‘u2’ source/blender/blenkernel/intern/collision.c:945:20: warning: unused variable ‘u1’ source/blender/blenkernel/intern/collision.c: In function ‘tripair_cmp’: source/blender/blenkernel/intern/collision.c:1131:18: warning: initialization discards qualifiers from pointer target type source/blender/blenkernel/intern/collision.c:1131:27: warning: initialization discards qualifiers from pointer target type source/blender/blenkernel/intern/collision.c:1133:6: warning: unused variable ‘keysb’ source/blender/blenkernel/intern/collision.c: In function ‘cloth_point_tri_moving_v3v3_f’: source/blender/blenkernel/intern/collision.c:1182:2: error: implicit declaration of function ‘eltopo_point_tri_moving_v3v3_f’ source/blender/blenkernel/intern/collision.c: In function ‘cloth_collision’: source/blender/blenkernel/intern/collision.c:1198:21: warning: unused variable ‘p’ source/blender/blenkernel/intern/collision.c:1198:8: warning: unused
Re: [Bf-committers] Bevel modifier weight per edges
(N)umeric panel, Transform Tab Daniel Salazar patazstudio.com On Tue, Mar 20, 2012 at 11:45 PM, Eugene Minov minov@gmail.com wrote: Hi, I have one question. I'm curious is there a standard way to set bevel weight per edges for bevel modifier in the blender version 2.62? I know that there's a special script for this purpose for blender version 2.57 only (Edge Tools). I used to and very liked this feature when I used that script in the old version of blender and I thought maybe that possibility appears now, when bmesh branch was merged. If there's no such a possibility then can please someone explain to me the reasons why and is there any plans for it. I tried to look in the google for it but found nothing so far. And I'm sorry if the answer is obvious and already exist in somewhere. Thanks! ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [44872] trunk/blender: Add partial visibility operator including keymaps and menu items.
great! just a minor suggestion, I think it should be Shift + H for border show so it's the same as regular hide tools cheers Daniel Salazar patazstudio.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Reference counting, deleting data and fake users
-1 I like the new default. However the UI could be made more comunicative about this, instead of displaying just a 0 it could somehow say this is going to be deleted, not sure how yet but will give it a thought Daniel Salazar patazstudio.com On Wed, Mar 14, 2012 at 12:40 PM, Tom Edwards cont...@steamreview.orgwrote: This is a problem specific to Actions. An object can have any number of relevant Actions, but it can only _use_ one at a time. Shameless plug: there's a patch at http://projects.blender.org/tracker/index.php?func=detailaid=28453 that fixes this problem. It's possible to get into this situation with other data types, but that requires the user to do advanced things like manually change an object's data or to explicitly delete the datablock. On 14/03/2012 6:20, Antony Riakiotakis wrote: Interesting ranting post on blenderartists about data lost due to user not setting fake user on datablock. http://blenderartists.org/forum/showthread.php?248813-MAJOR-BUG-in-2.62-loosing-Actions/page1 The point is, in my opinion: Should the user care about the number of datablock references? This looks like something that would concern the reference counting system of a memory manager/garbage collector rather than users. This would not have been a problem if we had an explicit way to delete data and data always stayed in blender even after closing the program. A user will usually want his data to stay if he creates it and go if he deletes it. Currently there are two problems with the approach we have: 1) You have to close the program to delete all unreferenced data and 2) You can't create a library of datablocks without explicitly setting a fake user, which is not the best of options. I realize this might have been a popular theme of debate but I am not up to the facts. Is this a design choice or simply not implemented yet? Is this part of the asset browser project? ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Sculpting UI issue
I'm with Nick, the addition was obvious and needed, I think this is just a coder art issue :) what about something like this http://www.pasteall.org/pic/show.php?id=28433 cheers Daniel Salazar patazstudio.com On Wed, Mar 14, 2012 at 4:35 PM, Antony Riakiotakis kal...@gmail.comwrote: Maybe I am old fashioned but I find the newer labeled text easier to find and read. Discerning the name among different shapes is a bit confusing to the eye. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Sculpting UI issue
Yep that was a quick overlay in gimp :) cheers Daniel Salazar patazstudio.com On Wed, Mar 14, 2012 at 4:57 PM, Martin Poirier the...@yahoo.com wrote: If the level of transparency can be controlled, with a nice default (maybe a bit less transparent than what you have there, Smooth and Nudge are still hard to read), then everyone can have it their way. Martin From: Daniel Salazar - 3Developer.com zan...@gmail.com To: bf-blender developers bf-committers@blender.org Sent: Wednesday, March 14, 2012 6:39:21 PM Subject: Re: [Bf-committers] Sculpting UI issue I'm with Nick, the addition was obvious and needed, I think this is just a coder art issue :) what about something like this http://www.pasteall.org/pic/show.php?id=28433 cheers Daniel Salazar patazstudio.com On Wed, Mar 14, 2012 at 4:35 PM, Antony Riakiotakis kal...@gmail.com wrote: Maybe I am old fashioned but I find the newer labeled text easier to find and read. Discerning the name among different shapes is a bit confusing to the eye. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Build fails with cmake
here's the log http://www.pasteall.org/30014 Daniel Salazar patazstudio.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [44713] trunk/blender/source/blender/ editors/space_view3d/view3d_edit.c: Another mango request: Ctrl-MMB zoom in camera view
nice, however feels a bit stepped Daniel Salazar patazstudio.com On Wed, Mar 7, 2012 at 12:34 PM, Sergey Sharybin sergey@gmail.com wrote: Revision: 44713 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=44713 Author: nazgul Date: 2012-03-07 18:34:16 + (Wed, 07 Mar 2012) Log Message: --- Another mango request: Ctrl-MMB zoom in camera view It makes it much easier to zoom in camera view using the tablet. Modified Paths: -- trunk/blender/source/blender/editors/space_view3d/view3d_edit.c Modified: trunk/blender/source/blender/editors/space_view3d/view3d_edit.c === --- trunk/blender/source/blender/editors/space_view3d/view3d_edit.c 2012-03-07 18:27:12 UTC (rev 44712) +++ trunk/blender/source/blender/editors/space_view3d/view3d_edit.c 2012-03-07 18:34:16 UTC (rev 44713) @@ -356,7 +356,7 @@ float viewquat[4]; /* working copy of rv3d-viewquat */ float trackvec[3]; float mousevec[3]; /* dolly only */ - float reverse, dist0; + float reverse, dist0, camzoom0; float grid, far; short axis_snap; /* view rotate only */ @@ -416,6 +416,7 @@ ED_view3d_camera_lock_init(vod-v3d, vod-rv3d); vod-dist0= rv3d-dist; + vod-camzoom0= rv3d-camzoom; copy_qt_qt(vod-viewquat, rv3d-viewquat); copy_qt_qt(vod-oldquat, rv3d-viewquat); vod-origx= vod-oldx= event-x; @@ -1468,7 +1469,18 @@ static void viewzoom_apply(ViewOpsData *vod, int x, int y, const short viewzoom, const short zoom_invert) { float zfac=1.0; + short use_cam_zoom; + use_cam_zoom = (vod-rv3d-persp==RV3D_CAMOB) !(vod-rv3d-is_persp ED_view3d_camera_lock_check(vod-v3d, vod-rv3d)); + + if (use_cam_zoom) { + float delta; + delta = (x - vod-origx + y - vod-origy) / 10.0f; + vod-rv3d-camzoom = vod-camzoom0 + delta; + + if (vod-rv3d-camzoom RV3D_CAMZOOM_MAX) + vod-rv3d-camzoom = RV3D_CAMZOOM_MAX; + } if (viewzoom==USER_ZOOM_CONT) { double time= PIL_check_seconds_timer(); float time_step= (float)(time - vod-timer_lastdraw); @@ -1516,12 +1528,20 @@ SWAP(float, len1, len2); } - zfac = vod-dist0 * (2.0f * ((len2/len1)-1.0f) + 1.0f) / vod-rv3d-dist; + if (use_cam_zoom) { + zfac = vod-camzoom0 * (2.0f * ((len2/len1)-1.0f) + 1.0f) / vod-rv3d-camzoom; + zfac = 0; + } + else { + zfac = vod-dist0 * (2.0f * ((len2/len1)-1.0f) + 1.0f) / vod-rv3d-dist; + } } - if (zfac != 1.0f zfac*vod-rv3d-dist 0.001f * vod-grid - zfac * vod-rv3d-dist 10.0f * vod-far) - view_zoom_mouseloc(vod-ar, zfac, vod-oldx, vod-oldy); + if (!use_cam_zoom) { + if (zfac != 1.0f zfac*vod-rv3d-dist 0.001f * vod-grid + zfac * vod-rv3d-dist 10.0f * vod-far) + view_zoom_mouseloc(vod-ar, zfac, vod-oldx, vod-oldy); + } /* these limits were in old code too */ if (vod-rv3d-dist0.001f * vod-grid) vod-rv3d-dist= 0.001f * vod-grid; ___ Bf-blender-cvs mailing list bf-blender-...@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] 3D Cursor and Border Select
Ok, however leaving cursor set to LMB click still leaves the original problem, moving the 3D cursor around without wanting to, this happens to pros and more even to newbies Daniel Salazar patazstudio.com On Fri, Mar 2, 2012 at 7:12 AM, Ton Roosendaal t...@blender.org wrote: Hi all, I propose to accept what Campbell suggests now, this will be fine for everyone. Next to that I'll contact the UI team to get either new members or to get reactivated more. This and next week my time is fully reserved to get the Mango team installed and working here though. So, give me a couple of weeks? I really like to get this done well, it's not being ignored. :) Laters, -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 27 Feb, 2012, at 17:30, Campbell Barton wrote: In this case it looks like LMB-Click-Drag can be border select and LMB-Click can be cursor set. (fine for pro's and new users IMHO). But have to say I disagree with the rationale that blender should default to some new user friendly config (ei - dumbed down). Pro's/Advanced users still... * do tutorials (which will likely use defaults) * like to sit down on someone elses workstation and be productive without messing about with key-configs. * update blender without having to worry about conflicts in their key-config. of course anyone with really specialist workflow may want to modify their key config but dont think its reasonable to put advanced users at a disadvantage by giving them defaults which mainly focus teething pains for new users. On Tue, Feb 28, 2012 at 1:53 AM, Jonathan Williamson jonat...@cgcookie.com wrote: I think one of the key points in this whole discussion, that Daniel originally brought up, is how the 3D Cursor setting causes many problems for new users trying to learn Blender. Frankly, it doesn't really matter how the professionals want it because we have the keymaps, as others have said. Professionals will change the keys to their liking but new users won't; particularly those with no 3D experience. Whenever I'm teaching completely new users the 3D Cursor is one of the things they struggle with the most. They mostly struggle with it because they don't understand what it really is or what it is used for but they constantly, inadvertently moving it around and thus misplacing every object they add to the scene. Mike Pan and I saw this constantly during our recent workshop in India. -- Jonathan Williamson Education Manager and Instructor CG Cookie, Inc http://cgcookie.com On Monday, February 27, 2012 at 6:59 AM, Yousef Hurfoush wrote: hi Blender has a certain behind its workflowso, what is the philosophy behind pressing b every second? Regards Yousef Harfoush ba...@msn.com (mailto:ba...@msn.com) ___ Bf-committers mailing list Bf-committers@blender.org (mailto:Bf-committers@blender.org) http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] 3D Cursor and Border Select
Jorge you're welcome to start your own thread on this suggestions since they have nothing to do with mine cheers Daniel Salazar patazstudio.com On Fri, Mar 2, 2012 at 6:47 PM, Jorge Rodriguez jo...@lunarworkshop.com wrote: On Fri, Mar 2, 2012 at 4:33 PM, Harley Acheson harley.ache...@gmail.comwrote: I would like the team to consider turning the 3D cursor off by default. I would be happy just to *lock* it in place. I use it and love it, but it is never where I want it when I need it because I'm always accidentally moving it around. So just a lock cursor would be great. I was thinking about binding a button to turning it on and off so that it's easy to get out of your way and bring it back when desired. -- Jorge Vino Rodriguez jo...@lunarworkshop.com twitter: VinoBS 919.757.3066 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] 3D Cursor and Border Select
Your proposal is empty. disable 3d cursor and do something better wont add to this discussion. I'd be interested in hearing a full proposal from you in another thread cheers Daniel Salazar patazstudio.com On Fri, Mar 2, 2012 at 7:04 PM, Jorge Rodriguez jo...@lunarworkshop.com wrote: The thread is named 3D Cursor and Border Select and I am discussing a solution to your problem of the 3D cursor which you described in your first post: On Sat, Feb 25, 2012 at 4:29 PM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: In my personal use experience and more importantly when teaching to students setting the 3D cursor with LMB click is one of the main sources of headaches. Seems relevant to me :) -- Jorge Vino Rodriguez jo...@lunarworkshop.com twitter: VinoBS 919.757.3066 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] 3D Cursor and Border Select
I kinda feel that just reveals that the setting of the 3d cursor is too easy and in the way of regular navigation. i don't think an option to disable cursor setting functionality is the right way, just make it not so intrusive like with double click :) On Fri, Mar 2, 2012 at 7:24 PM, David Silverman silvermindy...@gmail.com wrote: I always thought that a check box next to the cursor coordinates in the view properties panel (N? T?) to lock it at origin was obvious feature missing. +1 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] 3D Cursor and Border Select
Damir, if you want to start a discussion about selection please do it in another thread cheers Daniel Salazar patazstudio.com On Wed, Feb 29, 2012 at 12:15 AM, Damir Prebeg blend.fact...@gmail.com wrote: Hi Ton, Yes, I know that I can select an outliner item with right click but that's not what I want to point out. You say that LMB in Blender means action. But isn't selection of an object some sort of action? Problem for Beginner(TM) is not only that Blender uses RMB for selection, problem is that we have different mouse behaviors for different window types in the same application. I see that every time when I try to teach somebody basics of Blender. They all have problem with stupid jumping red-white circle with cross in the middle. When I've started with Blender it was pretty hard for me to get use to that right click selection so I always switched to LMB. I use tablet now so beside other tablet problems that's not an issue for me any more. To cut the... If we want RMB to be default selection button, let's make it default in all window types. But personally, I sill don't see any reason whatsoever not to use LMB as every other app on the market. On 28 February 2012 20:22, Ton Roosendaal t...@blender.org wrote: Hi, And Beginner(TM) doesn't understand why he have to use RMB to select object in 3D View and LMB to select that same object in Outliner. Why? The outliner can show anything, from scenes to bones and renderlayers. Every item in this outliner is selectable with RMB. This allows operations on it. Using the LMB in blender means Action. That's in the outliner many things, like enter editmode (on mesh icon) or drag stuff away from it, or open/close hierarchies, or selection of objects. This selection operation is just like using a button. It can be anything in fact, it's a generic system (hardcoded now) that can be extended freely. Could be keymap or python once... -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 28 Feb, 2012, at 13:54, Carsten Wartmann wrote: Am 28.02.2012 09:17, schrieb Damir Prebeg: When Beginner(TM) finally accepts RMB, he tries to border/circle select objects and he press B/C and RMB to select more objects... ups... wait... you can't use RMB to border/circle select objects, you have to use good old LMB to do that. Why? Yes. And Beginner(TM) doesn't understand why he have to use RMB to select object in 3D View and LMB to select that same object in Outliner. Why? And why you border select in the Filewindow with LMB! And select with LMB. In old Blenders this was also RMB (like in 3D View). Best Regards, Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] 3D Cursor and Border Select
In my personal use experience and more importantly when teaching to students setting the 3D cursor with LMB click is one of the main sources of headaches. Cursor just moves around every second on the student's files What I do is set it to double click, this makes it harder to set by mistake while being just as simple to set when needed Also this enables me to change border select behavior to be just click and drag, no need for pressing B, which is the expected behavior by everyone it seems I'd like to propose this changes to be made as soon as possible cheers Daniel Salazar patazstudio.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] 3D Cursor and Border Select
Thanks for the quick reply Jonathan, what do you think about border select being just drag? Also on the same line I'd ask for Shift +C (reset 3D cursor) to *not* move the view, it seems it does some strange combination of view all + view cursor. I propose for this tool to only center the 3D cursor Daniel Salazar patazstudio.com On Sat, Feb 25, 2012 at 6:36 PM, Jonathan Williamson jonat...@cgcookie.com wrote: I could not agree more. The 3D cursor is such a great tool but it takes new users a while to get comfortable with it. Having it set as left click does nothing but make it harder, particularly when using manipulators. Jonathan Williamson http://blendercookie.com http://mavenseed.com On Feb 25, 2012, at 6:29 PM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: In my personal use experience and more importantly when teaching to students setting the 3D cursor with LMB click is one of the main sources of headaches. Cursor just moves around every second on the student's files What I do is set it to double click, this makes it harder to set by mistake while being just as simple to set when needed Also this enables me to change border select behavior to be just click and drag, no need for pressing B, which is the expected behavior by everyone it seems I'd like to propose this changes to be made as soon as possible cheers Daniel Salazar patazstudio.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] 3D Cursor and Border Select
Agreed about shift + drag = negative box select About the centering, well let's just leave it for later so we can keep moving with the proposal, I just think there's home key for centering all cheers! Daniel Salazar patazstudio.com On Sat, Feb 25, 2012 at 7:00 PM, Jonathan Williamson jonat...@cgcookie.com wrote: I actually like that Shift C also centers the view, I use it for this all the time. I think making border select just drag makes nothing but sense, it's one of the few things that's consistent in almost all software. Along with changing it to drag, I would also propose making it the same as lasso select such that you deselect with Shift Drag rather than middle click and drag. Ives always felt it was odd these behaved differently. Using Shift for deselect makes it more friendly for track pads and mice without a wheel. Jonathan Williamson http://blendercookie.com http://mavenseed.com On Feb 25, 2012, at 6:42 PM, Mike Erwin significant@gmail.com wrote: Whether or not this becomes default, I'm changing mine right now. Thanks for the idea! Mike Erwin musician, naturalist, pixel pusher, hacker extraordinaire ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] 3D Cursor and Border Select
Either way what if you want to center your view but not resetting your 3D cursor? You might be used to this strange behavior but it is not optimal Daniel Salazar patazstudio.com On Sat, Feb 25, 2012 at 11:52 PM, Jonathan Williamson jonat...@cgcookie.com wrote: Except that many laptops do not have an easy home key and the home key is not a fast key to press when using the left hand on the keyboard and right hand on the mouse regimen. Jonathan Williamson http://blendercookie.com http://mavenseed.com On Feb 25, 2012, at 11:43 PM, Mikhail Raisler mira...@ya.ru wrote: Agree. And Shift+C behavior is awful, must be only Reset Cursor since we have Home key to View All. -- Regards Mikhail Raisler ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] 3D Cursor and Border Select
Good point Jason, anyway please lets keep this on topic for the main changes we're proposing since we seem to agree Daniel Salazar patazstudio.com On Sun, Feb 26, 2012 at 12:06 AM, Jason van Gumster ja...@handturkeystudios.com wrote: Am I the only one who uses Shift+S-Cursor to Center? Mikhail Raisler mira...@ya.ru wrote: Never mind how, but Center Cursor and View All must be a separate keys, I agree if Center of cursor goes to Home key or Ctrl+C etc. _ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Fluid Sim Status
I've compiled a small list of simple improvements for the fluid sim, probably suitable for new coders. One of them was already done by Aligorith yesterday! If anyone wants to add anything do tell https://docs.google.com/document/d/1Jc8htb8RM-ebUzO0jOPWMjWcupMf0zyKRN89vfMf4iA/edit?hl=en_US Daniel Salazar patazstudio.com On Thu, Jan 19, 2012 at 6:48 AM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: I've been informed this feature is commented out in the code. This is really bad news, time control is a fundamental feature for the fluid sim. Please could this be solved ASAP? Daniel Salazar patazstudio.com On Wed, Jan 18, 2012 at 7:30 PM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: It get's worst, I was about to animate the time factor and it seems it's gone in 2.5 together with the viscosity factor! http://wiki.blender.org/index.php/Doc:2.4/Manual/Physics/Fluid#Animating_Fluid_Property_Changes really bad time to figure this out :s Daniel Salazar patazstudio.com On Wed, Jan 18, 2012 at 1:42 PM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: Thank you, that's exactly the reason. I have asked Pete Larabell to investigate about limiting total volume instead of a single single side resolution. Seems like the logical way of doing it specially for non cubic domains! Daniel Salazar patazstudio.com On Wed, Jan 18, 2012 at 6:47 AM, Brecht Van Lommel brechtvanlom...@pandora.be wrote: The simulation scale limit should be safe to remove. The resolution limit has a reason, the fluid sim code uses 32 bit int's for indexing, and those will overflow with too high resolution. At least if there are 1024^3 cells I think that is roughly the limit when the domain is a cube. A domain with resolution 1024 in one dimension but lower in the others might work, when the total number of cells is still smaller than 1024^3. Brecht. On Wed, Jan 18, 2012 at 7:10 AM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: So nobody is interested or available? Do I need to pull strings harder? :) I'm talking minor fixes and improvements at first. Daniel Salazar patazstudio.com On Sun, Jan 15, 2012 at 4:32 PM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: I'm a regular user of the fluid sim since it's integration in Blender and I'm not liking the current state of it. Not even bug reports are taken care of. I find the sim is really good and an essential part of my work. I'd like to see what can be done to give it a much needed push. Are any interested developers around? A couple of specific issues I think I could solve my self but need clearance first are: Resolution is clamped to 1024, why? can I safely increase it? Simulation Scale is clamped to only 10m, again why? can I change it? Daniel Salazar patazstudio.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers